chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
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#include "rendering/animation_controller.hpp"
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2026-04-05 12:27:35 +03:00
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#include "rendering/animation/emote_registry.hpp"
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#include "rendering/animation/anim_capability_probe.hpp"
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#include "rendering/animation/mount_fsm.hpp"
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#include "rendering/animation/animation_ids.hpp"
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chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
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#include "rendering/renderer.hpp"
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#include "rendering/camera.hpp"
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#include "rendering/camera_controller.hpp"
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#include "rendering/character_renderer.hpp"
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#include "rendering/terrain_manager.hpp"
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#include "rendering/wmo_renderer.hpp"
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#include "rendering/water_renderer.hpp"
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#include "rendering/m2_renderer.hpp"
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#include "rendering/levelup_effect.hpp"
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#include "rendering/charge_effect.hpp"
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#include "rendering/spell_visual_system.hpp"
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#include "pipeline/m2_loader.hpp"
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#include "pipeline/asset_manager.hpp"
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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
2026-04-04 23:02:53 +03:00
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#include "game/inventory.hpp"
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chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
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#include "core/application.hpp"
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#include "core/logger.hpp"
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#include "audio/audio_coordinator.hpp"
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#include "audio/audio_engine.hpp"
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#include "audio/footstep_manager.hpp"
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#include "audio/activity_sound_manager.hpp"
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#include "audio/mount_sound_manager.hpp"
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#include "audio/music_manager.hpp"
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#include "audio/movement_sound_manager.hpp"
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#include "rendering/swim_effects.hpp"
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#include <algorithm>
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#include <cstdlib>
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#include <unordered_map>
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#include <set>
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#include <random>
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#include <cctype>
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#include <cmath>
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#include <glm/gtc/matrix_transform.hpp>
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namespace wowee {
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namespace rendering {
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// ── AnimationController implementation ───────────────────────────────────────
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AnimationController::AnimationController() = default;
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AnimationController::~AnimationController() = default;
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void AnimationController::initialize(Renderer* renderer) {
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renderer_ = renderer;
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}
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2026-04-05 12:27:35 +03:00
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void AnimationController::probeCapabilities() {
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if (!renderer_) return;
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uint32_t instanceId = renderer_->getCharacterInstanceId();
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if (instanceId == 0) return;
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auto caps = AnimCapabilityProbe::probe(renderer_, instanceId);
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characterAnimator_.setCapabilities(caps);
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capabilitiesProbed_ = true;
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}
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chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
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void AnimationController::onCharacterFollow(uint32_t /*instanceId*/) {
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// Reset animation state when follow target changes
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2026-04-05 12:27:35 +03:00
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capabilitiesProbed_ = false;
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chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
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}
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// ── Emote support ────────────────────────────────────────────────────────────
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void AnimationController::playEmote(const std::string& emoteName) {
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2026-04-05 12:27:35 +03:00
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auto& registry = EmoteRegistry::instance();
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registry.loadFromDbc();
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auto result = registry.findEmote(emoteName);
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if (!result) return;
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chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
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2026-04-05 12:27:35 +03:00
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uint32_t animId = result->animId;
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bool loop = result->loop;
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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
2026-04-04 23:02:53 +03:00
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// For looping emotes, prefer the EMOTE_STATE_* variant if the model has it
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2026-04-05 12:27:35 +03:00
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if (loop) {
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uint32_t stateVariant = registry.getStateVariant(animId);
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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
2026-04-04 23:02:53 +03:00
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if (stateVariant != 0) {
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auto* characterRenderer = renderer_->getCharacterRenderer();
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uint32_t characterInstanceId = renderer_->getCharacterInstanceId();
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if (characterRenderer && characterInstanceId > 0 &&
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characterRenderer->hasAnimation(characterInstanceId, stateVariant)) {
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2026-04-05 12:27:35 +03:00
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animId = stateVariant;
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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
2026-04-04 23:02:53 +03:00
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}
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}
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}
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2026-04-05 12:27:35 +03:00
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// Forward to CharacterAnimator (ActivityFSM handles emote state)
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characterAnimator_.playEmote(animId, loop);
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
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2026-04-05 12:27:35 +03:00
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// Immediately play the emote animation on the renderer
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
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auto* characterRenderer = renderer_->getCharacterRenderer();
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uint32_t characterInstanceId = renderer_->getCharacterInstanceId();
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if (characterRenderer && characterInstanceId > 0) {
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2026-04-05 12:27:35 +03:00
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characterRenderer->playAnimation(characterInstanceId, animId, loop);
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lastPlayerAnimRequest_ = animId;
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lastPlayerAnimLoopRequest_ = loop;
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chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
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}
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}
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void AnimationController::cancelEmote() {
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2026-04-05 12:27:35 +03:00
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characterAnimator_.cancelEmote();
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}
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std::string AnimationController::getEmoteText(const std::string& emoteName, const std::string* targetName) {
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auto& registry = EmoteRegistry::instance();
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registry.loadFromDbc();
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return registry.textFor(emoteName, targetName);
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chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
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}
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2026-04-05 12:27:35 +03:00
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uint32_t AnimationController::getEmoteDbcId(const std::string& emoteName) {
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auto& registry = EmoteRegistry::instance();
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registry.loadFromDbc();
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return registry.dbcIdFor(emoteName);
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}
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std::string AnimationController::getEmoteTextByDbcId(uint32_t dbcId, const std::string& senderName,
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const std::string* targetName) {
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auto& registry = EmoteRegistry::instance();
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registry.loadFromDbc();
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return registry.textByDbcId(dbcId, senderName, targetName);
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}
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uint32_t AnimationController::getEmoteAnimByDbcId(uint32_t dbcId) {
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auto& registry = EmoteRegistry::instance();
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registry.loadFromDbc();
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return registry.animByDbcId(dbcId);
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}
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// ── Spell casting ────────────────────────────────────────────────────────────
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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
2026-04-04 23:02:53 +03:00
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void AnimationController::startSpellCast(uint32_t precastAnimId, uint32_t castAnimId, bool castLoop,
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uint32_t finalizeAnimId) {
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2026-04-05 12:27:35 +03:00
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characterAnimator_.startSpellCast(precastAnimId, castAnimId, castLoop, finalizeAnimId);
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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
2026-04-04 23:02:53 +03:00
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}
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void AnimationController::stopSpellCast() {
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2026-04-05 12:27:35 +03:00
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characterAnimator_.stopSpellCast();
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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
2026-04-04 23:02:53 +03:00
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}
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2026-04-05 12:27:35 +03:00
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// ── Loot animation ───────────────────────────────────────────────────────────
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|
|
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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
2026-04-04 23:02:53 +03:00
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void AnimationController::startLooting() {
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2026-04-05 12:27:35 +03:00
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characterAnimator_.startLooting();
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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
2026-04-04 23:02:53 +03:00
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}
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void AnimationController::stopLooting() {
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2026-04-05 12:27:35 +03:00
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|
characterAnimator_.stopLooting();
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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
2026-04-04 23:02:53 +03:00
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}
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2026-04-05 12:27:35 +03:00
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// ── Hit reactions ────────────────────────────────────────────────────────────
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|
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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
2026-04-04 23:02:53 +03:00
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void AnimationController::triggerHitReaction(uint32_t animId) {
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2026-04-05 12:27:35 +03:00
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characterAnimator_.triggerHitReaction(animId);
|
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
2026-04-04 23:02:53 +03:00
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}
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2026-04-05 12:27:35 +03:00
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// ── Crowd control ────────────────────────────────────────────────────────────
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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
2026-04-04 23:02:53 +03:00
|
|
|
void AnimationController::setStunned(bool stunned) {
|
|
|
|
|
stunned_ = stunned;
|
2026-04-05 12:27:35 +03:00
|
|
|
characterAnimator_.setStunned(stunned);
|
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
2026-04-04 23:02:53 +03:00
|
|
|
}
|
|
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
// ── Health-based idle ────────────────────────────────────────────────────────
|
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
2026-04-04 23:02:53 +03:00
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
void AnimationController::setLowHealth(bool low) {
|
|
|
|
|
characterAnimator_.setLowHealth(low);
|
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
2026-04-04 23:02:53 +03:00
|
|
|
}
|
|
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
// ── Stand state ──────────────────────────────────────────────────────────────
|
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
2026-04-04 23:02:53 +03:00
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
void AnimationController::setStandState(uint8_t state) {
|
|
|
|
|
characterAnimator_.setStandState(state);
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
}
|
|
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
// ── Stealth ──────────────────────────────────────────────────────────────────
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
void AnimationController::setStealthed(bool stealth) {
|
|
|
|
|
characterAnimator_.setStealthed(stealth);
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
}
|
|
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
// ── Sprint aura ──────────────────────────────────────────────────────────────
|
|
|
|
|
|
|
|
|
|
void AnimationController::setSprintAuraActive(bool active) {
|
|
|
|
|
sprintAuraActive_ = active;
|
|
|
|
|
characterAnimator_.setSprintAuraActive(active);
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ── Targeting / combat ───────────────────────────────────────────────────────
|
|
|
|
|
|
|
|
|
|
void AnimationController::setTargetPosition(const glm::vec3* pos) {
|
|
|
|
|
targetPosition_ = pos;
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
void AnimationController::setInCombat(bool combat) {
|
|
|
|
|
inCombat_ = combat;
|
|
|
|
|
characterAnimator_.setInCombat(combat);
|
|
|
|
|
}
|
|
|
|
|
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
void AnimationController::resetCombatVisualState() {
|
|
|
|
|
inCombat_ = false;
|
|
|
|
|
targetPosition_ = nullptr;
|
|
|
|
|
meleeSwingTimer_ = 0.0f;
|
|
|
|
|
meleeSwingCooldown_ = 0.0f;
|
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
2026-04-04 23:02:53 +03:00
|
|
|
specialAttackAnimId_ = 0;
|
|
|
|
|
rangedShootTimer_ = 0.0f;
|
|
|
|
|
rangedAnimId_ = 0;
|
|
|
|
|
stunned_ = false;
|
2026-04-05 12:27:35 +03:00
|
|
|
charging_ = false;
|
|
|
|
|
|
|
|
|
|
// Reset all CharacterAnimator combat state
|
|
|
|
|
characterAnimator_.setInCombat(false);
|
|
|
|
|
characterAnimator_.setStunned(false);
|
|
|
|
|
characterAnimator_.setCharging(false);
|
|
|
|
|
characterAnimator_.setLowHealth(false);
|
|
|
|
|
characterAnimator_.stopSpellCast();
|
|
|
|
|
characterAnimator_.triggerHitReaction(0); // Clear hit reaction
|
|
|
|
|
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
if (auto* svs = renderer_->getSpellVisualSystem()) svs->reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool AnimationController::isMoving() const {
|
|
|
|
|
auto* cameraController = renderer_->getCameraController();
|
|
|
|
|
return cameraController && cameraController->isMoving();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ── Melee combat ─────────────────────────────────────────────────────────────
|
|
|
|
|
|
|
|
|
|
void AnimationController::triggerMeleeSwing() {
|
|
|
|
|
auto* characterRenderer = renderer_->getCharacterRenderer();
|
|
|
|
|
uint32_t characterInstanceId = renderer_->getCharacterInstanceId();
|
|
|
|
|
if (!characterRenderer || characterInstanceId == 0) return;
|
|
|
|
|
if (meleeSwingCooldown_ > 0.0f) return;
|
2026-04-05 12:27:35 +03:00
|
|
|
if (characterAnimator_.getActivity().isEmoteActive()) {
|
|
|
|
|
characterAnimator_.cancelEmote();
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
}
|
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
2026-04-04 23:02:53 +03:00
|
|
|
specialAttackAnimId_ = 0; // Clear any special attack override
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
resolveMeleeAnimId();
|
|
|
|
|
meleeSwingCooldown_ = 0.1f;
|
|
|
|
|
float durationSec = meleeAnimDurationMs_ > 0.0f ? meleeAnimDurationMs_ / 1000.0f : 0.6f;
|
|
|
|
|
if (durationSec < 0.25f) durationSec = 0.25f;
|
|
|
|
|
if (durationSec > 1.0f) durationSec = 1.0f;
|
|
|
|
|
meleeSwingTimer_ = durationSec;
|
2026-04-05 17:52:18 -07:00
|
|
|
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
if (renderer_->getAudioCoordinator()->getActivitySoundManager()) {
|
|
|
|
|
renderer_->getAudioCoordinator()->getActivitySoundManager()->playMeleeSwing();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
void AnimationController::setEquippedWeaponType(uint32_t inventoryType, bool is2HLoose,
|
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|
|
|
bool isFist, bool isDagger,
|
|
|
|
|
bool hasOffHand, bool hasShield) {
|
|
|
|
|
weaponLoadout_.inventoryType = inventoryType;
|
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|
|
|
weaponLoadout_.is2HLoose = is2HLoose;
|
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|
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|
weaponLoadout_.isFist = isFist;
|
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|
|
|
weaponLoadout_.isDagger = isDagger;
|
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|
|
|
weaponLoadout_.hasOffHand = hasOffHand;
|
|
|
|
|
weaponLoadout_.hasShield = hasShield;
|
|
|
|
|
meleeAnimId_ = 0; // Force re-resolve on next swing
|
|
|
|
|
characterAnimator_.setEquippedWeaponType(weaponLoadout_);
|
|
|
|
|
}
|
|
|
|
|
|
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
2026-04-04 23:02:53 +03:00
|
|
|
void AnimationController::triggerSpecialAttack(uint32_t /*spellId*/) {
|
|
|
|
|
auto* characterRenderer = renderer_->getCharacterRenderer();
|
|
|
|
|
uint32_t characterInstanceId = renderer_->getCharacterInstanceId();
|
|
|
|
|
if (!characterRenderer || characterInstanceId == 0) return;
|
|
|
|
|
if (meleeSwingCooldown_ > 0.0f) return;
|
2026-04-05 12:27:35 +03:00
|
|
|
if (characterAnimator_.getActivity().isEmoteActive()) {
|
|
|
|
|
characterAnimator_.cancelEmote();
|
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
2026-04-04 23:02:53 +03:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto has = [&](uint32_t id) { return characterRenderer->hasAnimation(characterInstanceId, id); };
|
|
|
|
|
|
|
|
|
|
// Choose special attack animation based on equipped weapon type
|
|
|
|
|
uint32_t specAnim = 0;
|
2026-04-05 12:27:35 +03:00
|
|
|
if (weaponLoadout_.hasShield && has(anim::SHIELD_BASH)) {
|
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
2026-04-04 23:02:53 +03:00
|
|
|
specAnim = anim::SHIELD_BASH;
|
2026-04-05 12:27:35 +03:00
|
|
|
} else if ((weaponLoadout_.inventoryType == game::InvType::TWO_HAND || weaponLoadout_.is2HLoose) && has(anim::SPECIAL_2H)) {
|
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
2026-04-04 23:02:53 +03:00
|
|
|
specAnim = anim::SPECIAL_2H;
|
2026-04-05 12:27:35 +03:00
|
|
|
} else if (weaponLoadout_.inventoryType != game::InvType::NON_EQUIP && has(anim::SPECIAL_1H)) {
|
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
2026-04-04 23:02:53 +03:00
|
|
|
specAnim = anim::SPECIAL_1H;
|
|
|
|
|
} else if (has(anim::SPECIAL_UNARMED)) {
|
|
|
|
|
specAnim = anim::SPECIAL_UNARMED;
|
|
|
|
|
} else if (has(anim::SPECIAL_1H)) {
|
|
|
|
|
specAnim = anim::SPECIAL_1H;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (specAnim == 0) {
|
|
|
|
|
// No special animation available — fall back to regular melee swing
|
|
|
|
|
triggerMeleeSwing();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
specialAttackAnimId_ = specAnim;
|
|
|
|
|
meleeSwingCooldown_ = 0.1f;
|
|
|
|
|
// Query the special attack animation duration
|
|
|
|
|
std::vector<pipeline::M2Sequence> sequences;
|
|
|
|
|
float dur = 0.6f;
|
|
|
|
|
if (characterRenderer->getAnimationSequences(characterInstanceId, sequences)) {
|
|
|
|
|
for (const auto& seq : sequences) {
|
|
|
|
|
if (seq.id == specAnim && seq.duration > 0) {
|
|
|
|
|
dur = static_cast<float>(seq.duration) / 1000.0f;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (dur < 0.25f) dur = 0.25f;
|
|
|
|
|
if (dur > 1.0f) dur = 1.0f;
|
|
|
|
|
meleeSwingTimer_ = dur;
|
|
|
|
|
if (renderer_->getAudioCoordinator()->getActivitySoundManager()) {
|
|
|
|
|
renderer_->getAudioCoordinator()->getActivitySoundManager()->playMeleeSwing();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ── Ranged combat ────────────────────────────────────────────────────────────
|
|
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
void AnimationController::setEquippedRangedType(RangedWeaponType type) {
|
|
|
|
|
weaponLoadout_.rangedType = type;
|
|
|
|
|
rangedAnimId_ = 0;
|
|
|
|
|
characterAnimator_.setEquippedRangedType(type);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AnimationController::setCharging(bool c) {
|
|
|
|
|
charging_ = c;
|
|
|
|
|
characterAnimator_.setCharging(c);
|
|
|
|
|
}
|
|
|
|
|
|
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
2026-04-04 23:02:53 +03:00
|
|
|
void AnimationController::triggerRangedShot() {
|
|
|
|
|
auto* characterRenderer = renderer_->getCharacterRenderer();
|
|
|
|
|
uint32_t characterInstanceId = renderer_->getCharacterInstanceId();
|
|
|
|
|
if (!characterRenderer || characterInstanceId == 0) return;
|
|
|
|
|
if (rangedShootTimer_ > 0.0f) return;
|
2026-04-05 12:27:35 +03:00
|
|
|
if (characterAnimator_.getActivity().isEmoteActive()) characterAnimator_.cancelEmote();
|
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
2026-04-04 23:02:53 +03:00
|
|
|
|
|
|
|
|
auto has = [&](uint32_t id) { return characterRenderer->hasAnimation(characterInstanceId, id); };
|
|
|
|
|
|
|
|
|
|
// Resolve ranged attack animation based on weapon type
|
|
|
|
|
uint32_t shootAnim = 0;
|
2026-04-05 12:27:35 +03:00
|
|
|
switch (weaponLoadout_.rangedType) {
|
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
2026-04-04 23:02:53 +03:00
|
|
|
case RangedWeaponType::BOW:
|
|
|
|
|
if (has(anim::FIRE_BOW)) shootAnim = anim::FIRE_BOW;
|
|
|
|
|
else if (has(anim::ATTACK_BOW)) shootAnim = anim::ATTACK_BOW;
|
|
|
|
|
break;
|
|
|
|
|
case RangedWeaponType::GUN:
|
|
|
|
|
if (has(anim::ATTACK_RIFLE)) shootAnim = anim::ATTACK_RIFLE;
|
|
|
|
|
break;
|
|
|
|
|
case RangedWeaponType::CROSSBOW:
|
|
|
|
|
if (has(anim::ATTACK_CROSSBOW)) shootAnim = anim::ATTACK_CROSSBOW;
|
|
|
|
|
else if (has(anim::ATTACK_BOW)) shootAnim = anim::ATTACK_BOW;
|
|
|
|
|
break;
|
|
|
|
|
case RangedWeaponType::THROWN:
|
|
|
|
|
if (has(anim::ATTACK_THROWN)) shootAnim = anim::ATTACK_THROWN;
|
|
|
|
|
break;
|
|
|
|
|
default: break;
|
|
|
|
|
}
|
|
|
|
|
if (shootAnim == 0) return; // Model has no ranged animation
|
|
|
|
|
|
|
|
|
|
rangedAnimId_ = shootAnim;
|
|
|
|
|
|
|
|
|
|
// Query animation duration
|
|
|
|
|
std::vector<pipeline::M2Sequence> sequences;
|
|
|
|
|
float dur = 0.6f;
|
|
|
|
|
if (characterRenderer->getAnimationSequences(characterInstanceId, sequences)) {
|
|
|
|
|
for (const auto& seq : sequences) {
|
|
|
|
|
if (seq.id == shootAnim && seq.duration > 0) {
|
|
|
|
|
dur = static_cast<float>(seq.duration) / 1000.0f;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (dur < 0.25f) dur = 0.25f;
|
|
|
|
|
if (dur > 1.5f) dur = 1.5f;
|
|
|
|
|
rangedShootTimer_ = dur;
|
|
|
|
|
}
|
|
|
|
|
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
uint32_t AnimationController::resolveMeleeAnimId() {
|
|
|
|
|
auto* characterRenderer = renderer_->getCharacterRenderer();
|
|
|
|
|
uint32_t characterInstanceId = renderer_->getCharacterInstanceId();
|
|
|
|
|
if (!characterRenderer || characterInstanceId == 0) {
|
|
|
|
|
meleeAnimId_ = 0;
|
|
|
|
|
meleeAnimDurationMs_ = 0.0f;
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
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
2026-04-04 23:02:53 +03:00
|
|
|
// When dual-wielding, bypass cache to alternate main/off-hand animations
|
2026-04-05 12:27:35 +03:00
|
|
|
if (!weaponLoadout_.hasOffHand && meleeAnimId_ != 0 && characterRenderer->hasAnimation(characterInstanceId, meleeAnimId_)) {
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
return meleeAnimId_;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::vector<pipeline::M2Sequence> sequences;
|
|
|
|
|
if (!characterRenderer->getAnimationSequences(characterInstanceId, sequences)) {
|
|
|
|
|
meleeAnimId_ = 0;
|
|
|
|
|
meleeAnimDurationMs_ = 0.0f;
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto findDuration = [&](uint32_t id) -> float {
|
|
|
|
|
for (const auto& seq : sequences) {
|
|
|
|
|
if (seq.id == id && seq.duration > 0) {
|
|
|
|
|
return static_cast<float>(seq.duration);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return 0.0f;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
const uint32_t* attackCandidates;
|
|
|
|
|
size_t candidateCount;
|
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
2026-04-04 23:02:53 +03:00
|
|
|
static const uint32_t candidates2H[] = {anim::ATTACK_2H, anim::ATTACK_1H, anim::ATTACK_UNARMED, anim::ATTACK_2H_LOOSE, anim::PARRY_UNARMED, anim::PARRY_1H};
|
|
|
|
|
static const uint32_t candidates2HLoosePierce[] = {anim::ATTACK_2H_LOOSE_PIERCE, anim::ATTACK_2H_LOOSE, anim::ATTACK_2H, anim::ATTACK_1H, anim::ATTACK_UNARMED};
|
|
|
|
|
static const uint32_t candidates1H[] = {anim::ATTACK_1H, anim::ATTACK_2H, anim::ATTACK_UNARMED, anim::ATTACK_2H_LOOSE, anim::PARRY_UNARMED, anim::PARRY_1H};
|
|
|
|
|
static const uint32_t candidatesDagger[] = {anim::ATTACK_1H_PIERCE, anim::ATTACK_1H, anim::ATTACK_UNARMED};
|
|
|
|
|
static const uint32_t candidatesUnarmed[] = {anim::ATTACK_UNARMED, anim::ATTACK_1H, anim::ATTACK_2H, anim::ATTACK_2H_LOOSE, anim::PARRY_UNARMED, anim::PARRY_1H};
|
|
|
|
|
static const uint32_t candidatesFist[] = {anim::ATTACK_FIST_1H, anim::ATTACK_FIST_1H_OFF, anim::ATTACK_1H, anim::ATTACK_UNARMED, anim::PARRY_FIST_1H, anim::PARRY_1H};
|
|
|
|
|
// Off-hand attack variants (used when dual-wielding on off-hand turn)
|
|
|
|
|
static const uint32_t candidatesOffHand[] = {anim::ATTACK_OFF, anim::ATTACK_1H, anim::ATTACK_UNARMED};
|
|
|
|
|
static const uint32_t candidatesOffHandPierce[] = {anim::ATTACK_OFF_PIERCE, anim::ATTACK_OFF, anim::ATTACK_1H_PIERCE, anim::ATTACK_1H};
|
|
|
|
|
static const uint32_t candidatesOffHandFist[] = {anim::ATTACK_FIST_1H_OFF, anim::ATTACK_OFF, anim::ATTACK_FIST_1H, anim::ATTACK_1H};
|
|
|
|
|
static const uint32_t candidatesOffHandUnarmed[] = {anim::ATTACK_UNARMED_OFF, anim::ATTACK_UNARMED, anim::ATTACK_OFF, anim::ATTACK_1H};
|
|
|
|
|
|
|
|
|
|
// Dual-wield: alternate main-hand and off-hand swings
|
2026-04-05 12:27:35 +03:00
|
|
|
bool useOffHand = weaponLoadout_.hasOffHand && meleeOffHandTurn_;
|
|
|
|
|
meleeOffHandTurn_ = weaponLoadout_.hasOffHand ? !meleeOffHandTurn_ : false;
|
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
2026-04-04 23:02:53 +03:00
|
|
|
|
|
|
|
|
if (useOffHand) {
|
2026-04-05 12:27:35 +03:00
|
|
|
if (weaponLoadout_.isFist) {
|
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
2026-04-04 23:02:53 +03:00
|
|
|
attackCandidates = candidatesOffHandFist;
|
|
|
|
|
candidateCount = 4;
|
2026-04-05 12:27:35 +03:00
|
|
|
} else if (weaponLoadout_.isDagger) {
|
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
2026-04-04 23:02:53 +03:00
|
|
|
attackCandidates = candidatesOffHandPierce;
|
|
|
|
|
candidateCount = 4;
|
2026-04-05 12:27:35 +03:00
|
|
|
} else if (weaponLoadout_.inventoryType == game::InvType::NON_EQUIP) {
|
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
2026-04-04 23:02:53 +03:00
|
|
|
attackCandidates = candidatesOffHandUnarmed;
|
|
|
|
|
candidateCount = 4;
|
|
|
|
|
} else {
|
|
|
|
|
attackCandidates = candidatesOffHand;
|
|
|
|
|
candidateCount = 3;
|
|
|
|
|
}
|
2026-04-05 12:27:35 +03:00
|
|
|
} else if (weaponLoadout_.isFist) {
|
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
2026-04-04 23:02:53 +03:00
|
|
|
attackCandidates = candidatesFist;
|
|
|
|
|
candidateCount = 6;
|
2026-04-05 12:27:35 +03:00
|
|
|
} else if (weaponLoadout_.isDagger) {
|
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
2026-04-04 23:02:53 +03:00
|
|
|
attackCandidates = candidatesDagger;
|
|
|
|
|
candidateCount = 3;
|
2026-04-05 12:27:35 +03:00
|
|
|
} else if (weaponLoadout_.is2HLoose) {
|
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
2026-04-04 23:02:53 +03:00
|
|
|
// Polearm thrust uses pierce variant
|
|
|
|
|
attackCandidates = candidates2HLoosePierce;
|
|
|
|
|
candidateCount = 5;
|
2026-04-05 12:27:35 +03:00
|
|
|
} else if (weaponLoadout_.inventoryType == game::InvType::TWO_HAND) {
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
attackCandidates = candidates2H;
|
|
|
|
|
candidateCount = 6;
|
2026-04-05 12:27:35 +03:00
|
|
|
} else if (weaponLoadout_.inventoryType == game::InvType::NON_EQUIP) {
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
attackCandidates = candidatesUnarmed;
|
|
|
|
|
candidateCount = 6;
|
|
|
|
|
} else {
|
|
|
|
|
attackCandidates = candidates1H;
|
|
|
|
|
candidateCount = 6;
|
|
|
|
|
}
|
|
|
|
|
for (size_t ci = 0; ci < candidateCount; ci++) {
|
|
|
|
|
uint32_t id = attackCandidates[ci];
|
|
|
|
|
if (characterRenderer->hasAnimation(characterInstanceId, id)) {
|
|
|
|
|
meleeAnimId_ = id;
|
|
|
|
|
meleeAnimDurationMs_ = findDuration(id);
|
|
|
|
|
return meleeAnimId_;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
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
2026-04-04 23:02:53 +03:00
|
|
|
const uint32_t avoidIds[] = {anim::STAND, anim::DEATH, anim::WALK, anim::RUN, anim::SHUFFLE_LEFT, anim::SHUFFLE_RIGHT, anim::WALK_BACKWARDS, anim::JUMP_START, anim::JUMP, anim::JUMP_END, anim::SWIM_IDLE, anim::SWIM, anim::SITTING};
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
auto isAvoid = [&](uint32_t id) -> bool {
|
|
|
|
|
for (uint32_t avoid : avoidIds) {
|
|
|
|
|
if (id == avoid) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
uint32_t bestId = 0;
|
|
|
|
|
uint32_t bestDuration = 0;
|
|
|
|
|
for (const auto& seq : sequences) {
|
|
|
|
|
if (seq.duration == 0) continue;
|
|
|
|
|
if (isAvoid(seq.id)) continue;
|
|
|
|
|
if (seq.movingSpeed > 0.1f) continue;
|
|
|
|
|
if (seq.duration < 150 || seq.duration > 2000) continue;
|
|
|
|
|
if (bestId == 0 || seq.duration < bestDuration) {
|
|
|
|
|
bestId = seq.id;
|
|
|
|
|
bestDuration = seq.duration;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (bestId == 0) {
|
|
|
|
|
for (const auto& seq : sequences) {
|
|
|
|
|
if (seq.duration == 0) continue;
|
|
|
|
|
if (isAvoid(seq.id)) continue;
|
|
|
|
|
if (bestId == 0 || seq.duration < bestDuration) {
|
|
|
|
|
bestId = seq.id;
|
|
|
|
|
bestDuration = seq.duration;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
meleeAnimId_ = bestId;
|
|
|
|
|
meleeAnimDurationMs_ = static_cast<float>(bestDuration);
|
|
|
|
|
return meleeAnimId_;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ── Effect triggers ──────────────────────────────────────────────────────────
|
|
|
|
|
|
|
|
|
|
void AnimationController::triggerLevelUpEffect(const glm::vec3& position) {
|
|
|
|
|
auto* levelUpEffect = renderer_->getLevelUpEffect();
|
|
|
|
|
if (!levelUpEffect) return;
|
|
|
|
|
|
|
|
|
|
if (!levelUpEffect->isModelLoaded()) {
|
|
|
|
|
auto* m2Renderer = renderer_->getM2Renderer();
|
|
|
|
|
if (m2Renderer) {
|
|
|
|
|
auto* assetManager = core::Application::getInstance().getAssetManager();
|
|
|
|
|
if (!assetManager) {
|
|
|
|
|
LOG_WARNING("LevelUpEffect: no asset manager available");
|
|
|
|
|
} else {
|
|
|
|
|
auto m2Data = assetManager->readFile("Spells\\LevelUp\\LevelUp.m2");
|
|
|
|
|
auto skinData = assetManager->readFile("Spells\\LevelUp\\LevelUp00.skin");
|
|
|
|
|
LOG_INFO("LevelUpEffect: m2Data=", m2Data.size(), " skinData=", skinData.size());
|
|
|
|
|
if (!m2Data.empty()) {
|
|
|
|
|
levelUpEffect->loadModel(m2Renderer, m2Data, skinData);
|
|
|
|
|
} else {
|
|
|
|
|
LOG_WARNING("LevelUpEffect: failed to read Spell\\LevelUp\\LevelUp.m2");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
levelUpEffect->trigger(position);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AnimationController::startChargeEffect(const glm::vec3& position, const glm::vec3& direction) {
|
|
|
|
|
auto* chargeEffect = renderer_->getChargeEffect();
|
|
|
|
|
if (!chargeEffect) return;
|
|
|
|
|
|
|
|
|
|
if (!chargeEffect->isActive()) {
|
|
|
|
|
auto* m2Renderer = renderer_->getM2Renderer();
|
|
|
|
|
if (m2Renderer) {
|
|
|
|
|
auto* assetManager = core::Application::getInstance().getAssetManager();
|
|
|
|
|
if (assetManager) {
|
|
|
|
|
chargeEffect->tryLoadM2Models(m2Renderer, assetManager);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
chargeEffect->start(position, direction);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AnimationController::emitChargeEffect(const glm::vec3& position, const glm::vec3& direction) {
|
|
|
|
|
if (auto* chargeEffect = renderer_->getChargeEffect()) {
|
|
|
|
|
chargeEffect->emit(position, direction);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AnimationController::stopChargeEffect() {
|
|
|
|
|
if (auto* chargeEffect = renderer_->getChargeEffect()) {
|
|
|
|
|
chargeEffect->stop();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ── Mount ────────────────────────────────────────────────────────────────────
|
|
|
|
|
|
|
|
|
|
void AnimationController::setMounted(uint32_t mountInstId, uint32_t mountDisplayId, float heightOffset, const std::string& modelPath) {
|
|
|
|
|
auto* characterRenderer = renderer_->getCharacterRenderer();
|
|
|
|
|
auto* cameraController = renderer_->getCameraController();
|
|
|
|
|
|
|
|
|
|
mountInstanceId_ = mountInstId;
|
|
|
|
|
mountHeightOffset_ = heightOffset;
|
|
|
|
|
mountSeatAttachmentId_ = -1;
|
|
|
|
|
smoothedMountSeatPos_ = renderer_->getCharacterPosition();
|
|
|
|
|
mountSeatSmoothingInit_ = false;
|
2026-04-05 12:27:35 +03:00
|
|
|
mountPitch_ = 0.0f;
|
|
|
|
|
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
if (cameraController) {
|
|
|
|
|
cameraController->setMounted(true);
|
|
|
|
|
cameraController->setMountHeightOffset(heightOffset);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (characterRenderer && mountInstId > 0) {
|
|
|
|
|
characterRenderer->dumpAnimations(mountInstId);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Discover mount animation capabilities (property-based, not hardcoded IDs)
|
|
|
|
|
LOG_DEBUG("=== Mount Animation Dump (Display ID ", mountDisplayId, ") ===");
|
|
|
|
|
if (characterRenderer) characterRenderer->dumpAnimations(mountInstId);
|
|
|
|
|
|
|
|
|
|
std::vector<pipeline::M2Sequence> sequences;
|
|
|
|
|
if (!characterRenderer || !characterRenderer->getAnimationSequences(mountInstId, sequences)) {
|
|
|
|
|
LOG_WARNING("Failed to get animation sequences for mount, using fallback IDs");
|
|
|
|
|
sequences.clear();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto findFirst = [&](std::initializer_list<uint32_t> candidates) -> uint32_t {
|
|
|
|
|
for (uint32_t id : candidates) {
|
|
|
|
|
if (characterRenderer && characterRenderer->hasAnimation(mountInstId, id)) {
|
|
|
|
|
return id;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// Property-based jump animation discovery with chain-based scoring
|
|
|
|
|
auto discoverJumpSet = [&]() {
|
|
|
|
|
LOG_DEBUG("=== Full sequence table for mount ===");
|
|
|
|
|
for (const auto& seq : sequences) {
|
|
|
|
|
LOG_DEBUG("SEQ id=", seq.id,
|
|
|
|
|
" dur=", seq.duration,
|
|
|
|
|
" flags=0x", std::hex, seq.flags, std::dec,
|
|
|
|
|
" moveSpd=", seq.movingSpeed,
|
|
|
|
|
" blend=", seq.blendTime,
|
|
|
|
|
" next=", seq.nextAnimation,
|
|
|
|
|
" alias=", seq.aliasNext);
|
|
|
|
|
}
|
|
|
|
|
LOG_DEBUG("=== End sequence table ===");
|
|
|
|
|
|
|
|
|
|
std::set<uint32_t> forbiddenIds = {53, 54, 16};
|
|
|
|
|
|
|
|
|
|
auto scoreNear = [](int a, int b) -> int {
|
|
|
|
|
int d = std::abs(a - b);
|
|
|
|
|
return (d <= 8) ? (20 - d) : 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
auto isForbidden = [&](uint32_t id) {
|
|
|
|
|
return forbiddenIds.count(id) != 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
auto findSeqById = [&](uint32_t id) -> const pipeline::M2Sequence* {
|
|
|
|
|
for (const auto& s : sequences) {
|
|
|
|
|
if (s.id == id) return &s;
|
|
|
|
|
}
|
|
|
|
|
return nullptr;
|
|
|
|
|
};
|
|
|
|
|
|
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
2026-04-04 23:02:53 +03:00
|
|
|
uint32_t runId = findFirst({anim::RUN, anim::WALK});
|
|
|
|
|
uint32_t standId = findFirst({anim::STAND});
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
|
|
|
|
|
std::vector<uint32_t> loops;
|
|
|
|
|
for (const auto& seq : sequences) {
|
|
|
|
|
if (isForbidden(seq.id)) continue;
|
|
|
|
|
bool isLoop = (seq.flags & 0x01) == 0;
|
|
|
|
|
if (isLoop && seq.duration >= 350 && seq.duration <= 1000 &&
|
|
|
|
|
seq.id != runId && seq.id != standId) {
|
|
|
|
|
loops.push_back(seq.id);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uint32_t loop = 0;
|
|
|
|
|
if (!loops.empty()) {
|
|
|
|
|
uint32_t best = loops[0];
|
|
|
|
|
int bestScore = -999;
|
|
|
|
|
for (uint32_t id : loops) {
|
|
|
|
|
int sc = 0;
|
|
|
|
|
sc += scoreNear(static_cast<int>(id), 38);
|
|
|
|
|
const auto* s = findSeqById(id);
|
|
|
|
|
if (s) sc += (s->duration >= 500 && s->duration <= 800) ? 5 : 0;
|
|
|
|
|
if (sc > bestScore) {
|
|
|
|
|
bestScore = sc;
|
|
|
|
|
best = id;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
loop = best;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uint32_t start = 0, end = 0;
|
|
|
|
|
int bestStart = -999, bestEnd = -999;
|
|
|
|
|
|
|
|
|
|
for (const auto& seq : sequences) {
|
|
|
|
|
if (isForbidden(seq.id)) continue;
|
|
|
|
|
bool isLoop = (seq.flags & 0x01) == 0;
|
|
|
|
|
if (isLoop) continue;
|
|
|
|
|
|
|
|
|
|
if (seq.duration >= 450 && seq.duration <= 1100) {
|
|
|
|
|
int sc = 0;
|
|
|
|
|
if (loop) sc += scoreNear(static_cast<int>(seq.id), static_cast<int>(loop));
|
|
|
|
|
if (loop && (seq.nextAnimation == static_cast<int16_t>(loop) || seq.aliasNext == loop)) sc += 30;
|
|
|
|
|
if (loop && scoreNear(seq.nextAnimation, static_cast<int>(loop)) > 0) sc += 10;
|
|
|
|
|
if (seq.blendTime > 400) sc -= 5;
|
|
|
|
|
|
|
|
|
|
if (sc > bestStart) {
|
|
|
|
|
bestStart = sc;
|
|
|
|
|
start = seq.id;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (seq.duration >= 650 && seq.duration <= 1600) {
|
|
|
|
|
int sc = 0;
|
|
|
|
|
if (loop) sc += scoreNear(static_cast<int>(seq.id), static_cast<int>(loop));
|
|
|
|
|
if (seq.nextAnimation == static_cast<int16_t>(runId) || seq.nextAnimation == static_cast<int16_t>(standId)) sc += 10;
|
|
|
|
|
if (seq.nextAnimation < 0) sc += 5;
|
|
|
|
|
if (sc > bestEnd) {
|
|
|
|
|
bestEnd = sc;
|
|
|
|
|
end = seq.id;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_DEBUG("Property-based jump discovery: start=", start, " loop=", loop, " end=", end,
|
|
|
|
|
" scores: start=", bestStart, " end=", bestEnd);
|
|
|
|
|
return std::make_tuple(start, loop, end);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
auto [discoveredStart, discoveredLoop, discoveredEnd] = discoverJumpSet();
|
|
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
// Build MountAnimSet for MountFSM
|
|
|
|
|
MountFSM::MountAnimSet mountAnims;
|
|
|
|
|
mountAnims.jumpStart = discoveredStart > 0 ? discoveredStart : findFirst({anim::FALL, anim::JUMP_START});
|
|
|
|
|
mountAnims.jumpLoop = discoveredLoop > 0 ? discoveredLoop : findFirst({anim::JUMP});
|
|
|
|
|
mountAnims.jumpEnd = discoveredEnd > 0 ? discoveredEnd : findFirst({anim::JUMP_END});
|
|
|
|
|
mountAnims.rearUp = findFirst({anim::MOUNT_SPECIAL, anim::RUN_RIGHT, anim::FALL});
|
|
|
|
|
mountAnims.run = findFirst({anim::RUN, anim::WALK});
|
|
|
|
|
mountAnims.stand = findFirst({anim::STAND});
|
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
2026-04-04 23:02:53 +03:00
|
|
|
// Discover flight animations (flying mounts only — may all be 0 for ground mounts)
|
2026-04-05 12:27:35 +03:00
|
|
|
mountAnims.flyIdle = findFirst({anim::FLY_IDLE});
|
|
|
|
|
mountAnims.flyForward = findFirst({anim::FLY_FORWARD, anim::FLY_RUN_2});
|
|
|
|
|
mountAnims.flyBackwards = findFirst({anim::FLY_BACKWARDS, anim::FLY_WALK_BACKWARDS});
|
|
|
|
|
mountAnims.flyLeft = findFirst({anim::FLY_LEFT, anim::FLY_SHUFFLE_LEFT});
|
|
|
|
|
mountAnims.flyRight = findFirst({anim::FLY_RIGHT, anim::FLY_SHUFFLE_RIGHT});
|
|
|
|
|
mountAnims.flyUp = findFirst({anim::FLY_UP, anim::FLY_RISE});
|
|
|
|
|
mountAnims.flyDown = findFirst({anim::FLY_DOWN});
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
|
|
|
|
|
// Discover idle fidget animations using proper WoW M2 metadata
|
|
|
|
|
core::Logger::getInstance().debug("Scanning for fidget animations in ", sequences.size(), " sequences");
|
|
|
|
|
|
|
|
|
|
core::Logger::getInstance().debug("=== ALL potential fidgets (no metadata filter) ===");
|
|
|
|
|
for (const auto& seq : sequences) {
|
|
|
|
|
bool isLoop = (seq.flags & 0x01) == 0;
|
|
|
|
|
bool isStationary = std::abs(seq.movingSpeed) < 0.05f;
|
|
|
|
|
bool reasonableDuration = seq.duration >= 400 && seq.duration <= 2500;
|
|
|
|
|
|
|
|
|
|
if (!isLoop && reasonableDuration && isStationary) {
|
|
|
|
|
core::Logger::getInstance().debug(" ALL: id=", seq.id,
|
|
|
|
|
" dur=", seq.duration, "ms",
|
|
|
|
|
" freq=", seq.frequency,
|
|
|
|
|
" replay=", seq.replayMin, "-", seq.replayMax,
|
|
|
|
|
" flags=0x", std::hex, seq.flags, std::dec,
|
|
|
|
|
" next=", seq.nextAnimation);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (const auto& seq : sequences) {
|
|
|
|
|
bool isLoop = (seq.flags & 0x01) == 0;
|
|
|
|
|
bool hasFrequency = seq.frequency > 0;
|
|
|
|
|
bool hasReplay = seq.replayMax > 0;
|
|
|
|
|
bool isStationary = std::abs(seq.movingSpeed) < 0.05f;
|
|
|
|
|
bool reasonableDuration = seq.duration >= 400 && seq.duration <= 2500;
|
|
|
|
|
|
|
|
|
|
if (!isLoop && reasonableDuration && isStationary && (hasFrequency || hasReplay)) {
|
|
|
|
|
core::Logger::getInstance().debug(" Candidate: id=", seq.id,
|
|
|
|
|
" dur=", seq.duration, "ms",
|
|
|
|
|
" freq=", seq.frequency,
|
|
|
|
|
" replay=", seq.replayMin, "-", seq.replayMax,
|
|
|
|
|
" next=", seq.nextAnimation,
|
|
|
|
|
" speed=", seq.movingSpeed);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool isDeathOrWound = (seq.id >= 5 && seq.id <= 9);
|
|
|
|
|
bool isAttackOrCombat = (seq.id >= 11 && seq.id <= 21);
|
|
|
|
|
bool isSpecial = (seq.id == 2 || seq.id == 3);
|
|
|
|
|
|
|
|
|
|
if (!isLoop && (hasFrequency || hasReplay) && isStationary && reasonableDuration &&
|
|
|
|
|
!isDeathOrWound && !isAttackOrCombat && !isSpecial) {
|
2026-04-05 12:27:35 +03:00
|
|
|
bool chainsToStand = (seq.nextAnimation == static_cast<int16_t>(mountAnims.stand)) ||
|
|
|
|
|
(seq.aliasNext == mountAnims.stand) ||
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
(seq.nextAnimation == -1);
|
|
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
mountAnims.fidgets.push_back(seq.id);
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
core::Logger::getInstance().debug(" >> Selected fidget: id=", seq.id,
|
|
|
|
|
(chainsToStand ? " (chains to stand)" : ""));
|
|
|
|
|
}
|
|
|
|
|
}
|
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|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
if (mountAnims.run == 0) mountAnims.run = mountAnims.stand;
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
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|
2026-04-05 12:27:35 +03:00
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core::Logger::getInstance().debug("Mount animation set: jumpStart=", mountAnims.jumpStart,
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" jumpLoop=", mountAnims.jumpLoop,
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" jumpEnd=", mountAnims.jumpEnd,
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" rearUp=", mountAnims.rearUp,
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" run=", mountAnims.run,
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" stand=", mountAnims.stand,
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" fidgets=", mountAnims.fidgets.size());
|
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// Configure MountFSM via CharacterAnimator
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|
characterAnimator_.configureMountFSM(mountAnims, taxiFlight_);
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
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if (renderer_->getAudioCoordinator()->getMountSoundManager()) {
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bool isFlying = taxiFlight_;
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renderer_->getAudioCoordinator()->getMountSoundManager()->onMount(mountDisplayId, isFlying, modelPath);
|
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}
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}
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void AnimationController::clearMount() {
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mountInstanceId_ = 0;
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mountHeightOffset_ = 0.0f;
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mountPitch_ = 0.0f;
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mountRoll_ = 0.0f;
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mountSeatAttachmentId_ = -1;
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smoothedMountSeatPos_ = glm::vec3(0.0f);
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mountSeatSmoothingInit_ = false;
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2026-04-05 12:27:35 +03:00
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// Clear MountFSM via CharacterAnimator
|
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|
characterAnimator_.clearMountFSM();
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|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
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if (auto* cameraController = renderer_->getCameraController()) {
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cameraController->setMounted(false);
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cameraController->setMountHeightOffset(0.0f);
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|
}
|
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if (renderer_->getAudioCoordinator()->getMountSoundManager()) {
|
|
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|
renderer_->getAudioCoordinator()->getMountSoundManager()->onDismount();
|
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|
}
|
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}
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// ── Query helpers ────────────────────────────────────────────────────────────
|
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|
|
|
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|
|
bool AnimationController::isFootstepAnimationState() const {
|
2026-04-05 12:27:35 +03:00
|
|
|
auto state = characterAnimator_.getLocomotion().getState();
|
|
|
|
|
return state == LocomotionFSM::State::WALK || state == LocomotionFSM::State::RUN;
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ── Melee timers ─────────────────────────────────────────────────────────────
|
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|
|
|
|
|
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|
|
void AnimationController::updateMeleeTimers(float deltaTime) {
|
|
|
|
|
if (meleeSwingCooldown_ > 0.0f) {
|
|
|
|
|
meleeSwingCooldown_ = std::max(0.0f, meleeSwingCooldown_ - deltaTime);
|
|
|
|
|
}
|
|
|
|
|
if (meleeSwingTimer_ > 0.0f) {
|
|
|
|
|
meleeSwingTimer_ = std::max(0.0f, meleeSwingTimer_ - deltaTime);
|
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
2026-04-04 23:02:53 +03:00
|
|
|
if (meleeSwingTimer_ <= 0.0f) specialAttackAnimId_ = 0;
|
|
|
|
|
}
|
|
|
|
|
// Ranged shot timer (same pattern as melee)
|
|
|
|
|
if (rangedShootTimer_ > 0.0f) {
|
|
|
|
|
rangedShootTimer_ = std::max(0.0f, rangedShootTimer_ - deltaTime);
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
// ── Mount positioning helper ─────────────────────────────────────────────────
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
void AnimationController::applyMountPositioning(float mountBob, float mountRoll, float characterYaw) {
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
auto* characterRenderer = renderer_->getCharacterRenderer();
|
|
|
|
|
uint32_t characterInstanceId = renderer_->getCharacterInstanceId();
|
2026-04-05 12:27:35 +03:00
|
|
|
if (!characterRenderer || characterInstanceId == 0) return;
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
float mountYawRad = glm::radians(characterYaw);
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
// Position mount model
|
|
|
|
|
if (mountInstanceId_ > 0) {
|
|
|
|
|
const glm::vec3& characterPosition = renderer_->getCharacterPosition();
|
|
|
|
|
characterRenderer->setInstancePosition(mountInstanceId_, characterPosition);
|
|
|
|
|
characterRenderer->setInstanceRotation(mountInstanceId_, glm::vec3(mountPitch_, mountRoll, mountYawRad));
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
}
|
|
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
// Use mount's attachment point for proper bone-driven rider positioning.
|
|
|
|
|
if (taxiFlight_) {
|
|
|
|
|
glm::mat4 mountSeatTransform(1.0f);
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
bool haveSeat = false;
|
2026-04-05 12:27:35 +03:00
|
|
|
static constexpr uint32_t kTaxiSeatAttachmentId = 0;
|
|
|
|
|
if (mountSeatAttachmentId_ == -1) {
|
|
|
|
|
mountSeatAttachmentId_ = static_cast<int>(kTaxiSeatAttachmentId);
|
|
|
|
|
}
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
if (mountSeatAttachmentId_ >= 0) {
|
|
|
|
|
haveSeat = characterRenderer->getAttachmentTransform(
|
|
|
|
|
mountInstanceId_, static_cast<uint32_t>(mountSeatAttachmentId_), mountSeatTransform);
|
2026-04-05 12:27:35 +03:00
|
|
|
}
|
|
|
|
|
if (!haveSeat) {
|
|
|
|
|
mountSeatAttachmentId_ = -2;
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (haveSeat) {
|
2026-04-05 12:27:35 +03:00
|
|
|
glm::vec3 targetRiderPos = glm::vec3(mountSeatTransform[3]) + glm::vec3(0.0f, 0.0f, 0.02f);
|
|
|
|
|
mountSeatSmoothingInit_ = false;
|
|
|
|
|
smoothedMountSeatPos_ = targetRiderPos;
|
|
|
|
|
characterRenderer->setInstancePosition(characterInstanceId, targetRiderPos);
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
} else {
|
|
|
|
|
mountSeatSmoothingInit_ = false;
|
2026-04-05 12:27:35 +03:00
|
|
|
const glm::vec3& characterPosition = renderer_->getCharacterPosition();
|
|
|
|
|
glm::vec3 playerPos = characterPosition + glm::vec3(0.0f, 0.0f, mountHeightOffset_ + 0.10f);
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
characterRenderer->setInstancePosition(characterInstanceId, playerPos);
|
|
|
|
|
}
|
2026-04-05 12:27:35 +03:00
|
|
|
|
|
|
|
|
float riderPitch = mountPitch_ * 0.35f;
|
|
|
|
|
float riderRoll = mountRoll * 0.35f;
|
|
|
|
|
characterRenderer->setInstanceRotation(characterInstanceId, glm::vec3(riderPitch, riderRoll, mountYawRad));
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
// Ground mounts: try a seat attachment first.
|
|
|
|
|
const glm::vec3& characterPosition = renderer_->getCharacterPosition();
|
|
|
|
|
bool moving = renderer_->getCameraController() && renderer_->getCameraController()->isMoving();
|
|
|
|
|
|
|
|
|
|
glm::mat4 mountSeatTransform;
|
|
|
|
|
bool haveSeat = false;
|
|
|
|
|
if (mountSeatAttachmentId_ >= 0) {
|
|
|
|
|
haveSeat = characterRenderer->getAttachmentTransform(
|
|
|
|
|
mountInstanceId_, static_cast<uint32_t>(mountSeatAttachmentId_), mountSeatTransform);
|
|
|
|
|
} else if (mountSeatAttachmentId_ == -1) {
|
|
|
|
|
static constexpr uint32_t kSeatAttachments[] = {0, 5, 6, 7, 8};
|
|
|
|
|
for (uint32_t attId : kSeatAttachments) {
|
|
|
|
|
if (characterRenderer->getAttachmentTransform(mountInstanceId_, attId, mountSeatTransform)) {
|
|
|
|
|
mountSeatAttachmentId_ = static_cast<int>(attId);
|
|
|
|
|
haveSeat = true;
|
|
|
|
|
break;
|
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
2026-04-04 23:02:53 +03:00
|
|
|
}
|
|
|
|
|
}
|
2026-04-05 12:27:35 +03:00
|
|
|
if (!haveSeat) {
|
|
|
|
|
mountSeatAttachmentId_ = -2;
|
|
|
|
|
}
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
}
|
|
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
if (haveSeat) {
|
|
|
|
|
glm::vec3 mountSeatPos = glm::vec3(mountSeatTransform[3]);
|
|
|
|
|
glm::vec3 seatOffset = glm::vec3(0.0f, 0.0f, taxiFlight_ ? 0.04f : 0.08f);
|
|
|
|
|
glm::vec3 targetRiderPos = mountSeatPos + seatOffset;
|
|
|
|
|
if (moving) {
|
|
|
|
|
mountSeatSmoothingInit_ = false;
|
|
|
|
|
smoothedMountSeatPos_ = targetRiderPos;
|
|
|
|
|
} else if (!mountSeatSmoothingInit_) {
|
|
|
|
|
smoothedMountSeatPos_ = targetRiderPos;
|
|
|
|
|
mountSeatSmoothingInit_ = true;
|
|
|
|
|
} else {
|
|
|
|
|
float smoothHz = taxiFlight_ ? 10.0f : 14.0f;
|
|
|
|
|
float alpha = 1.0f - std::exp(-smoothHz * std::max(lastDeltaTime_, 0.001f));
|
|
|
|
|
smoothedMountSeatPos_ = glm::mix(smoothedMountSeatPos_, targetRiderPos, alpha);
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
}
|
|
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
characterRenderer->setInstancePosition(characterInstanceId, smoothedMountSeatPos_);
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
float yawRad = glm::radians(characterYaw);
|
|
|
|
|
float riderPitch = mountPitch_ * 0.35f;
|
|
|
|
|
float riderRoll = mountRoll * 0.35f;
|
|
|
|
|
characterRenderer->setInstanceRotation(characterInstanceId, glm::vec3(riderPitch, riderRoll, yawRad));
|
|
|
|
|
} else {
|
|
|
|
|
mountSeatSmoothingInit_ = false;
|
|
|
|
|
float yawRad = glm::radians(characterYaw);
|
|
|
|
|
glm::mat4 mountRotation = glm::mat4(1.0f);
|
|
|
|
|
mountRotation = glm::rotate(mountRotation, yawRad, glm::vec3(0.0f, 0.0f, 1.0f));
|
|
|
|
|
mountRotation = glm::rotate(mountRotation, mountRoll, glm::vec3(1.0f, 0.0f, 0.0f));
|
|
|
|
|
mountRotation = glm::rotate(mountRotation, mountPitch_, glm::vec3(0.0f, 1.0f, 0.0f));
|
|
|
|
|
glm::vec3 localOffset(0.0f, 0.0f, mountHeightOffset_ + mountBob);
|
|
|
|
|
glm::vec3 worldOffset = glm::vec3(mountRotation * glm::vec4(localOffset, 0.0f));
|
|
|
|
|
glm::vec3 playerPos = characterPosition + worldOffset;
|
|
|
|
|
characterRenderer->setInstancePosition(characterInstanceId, playerPos);
|
|
|
|
|
characterRenderer->setInstanceRotation(characterInstanceId, glm::vec3(mountPitch_, mountRoll, yawRad));
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
}
|
2026-04-05 12:27:35 +03:00
|
|
|
}
|
|
|
|
|
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// ── Mounted animation update (uses MountFSM) ────────────────────────────────
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chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
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2026-04-05 12:27:35 +03:00
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void AnimationController::updateMountedAnimation(float deltaTime) {
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auto* characterRenderer = renderer_->getCharacterRenderer();
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auto* cameraController = renderer_->getCameraController();
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uint32_t characterInstanceId = renderer_->getCharacterInstanceId();
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float characterYaw = renderer_->getCharacterYaw();
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auto& mountFSM = characterAnimator_.getMountFSM();
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// Build MountFSM input
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MountFSM::Input mountIn;
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mountIn.moving = cameraController->isMoving();
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mountIn.movingBackward = cameraController->isMovingBackward();
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mountIn.strafeLeft = cameraController->isStrafingLeft();
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mountIn.strafeRight = cameraController->isStrafingRight();
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mountIn.grounded = cameraController->isGrounded();
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mountIn.jumpKeyPressed = cameraController->isJumpKeyPressed();
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mountIn.flying = cameraController->isFlyingActive();
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mountIn.swimming = cameraController->isSwimming();
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mountIn.ascending = cameraController->isAscending();
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mountIn.descending = cameraController->isDescending();
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mountIn.taxiFlight = taxiFlight_;
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mountIn.deltaTime = deltaTime;
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mountIn.characterYaw = characterYaw;
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// Mount animation state query
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if (mountInstanceId_ > 0 && characterRenderer) {
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mountIn.haveMountState = characterRenderer->getAnimationState(
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mountInstanceId_, mountIn.curMountAnim, mountIn.curMountTime, mountIn.curMountDuration);
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}
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// Evaluate MountFSM
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auto mountOut = mountFSM.evaluate(mountIn);
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// Apply mount animation if changed
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if (mountOut.mountAnimChanged && mountInstanceId_ > 0 && characterRenderer) {
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characterRenderer->playAnimation(mountInstanceId_, mountOut.mountAnimId, mountOut.mountAnimLoop);
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}
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// Rider animation — defaults to MOUNT, but uses MOUNT_FLIGHT_* variants when flying
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uint32_t riderAnim = anim::MOUNT;
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if (cameraController->isFlyingActive()) {
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auto hasRider = [&](uint32_t id) { return characterRenderer->hasAnimation(characterInstanceId, id); };
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if (mountIn.moving) {
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if (cameraController->isAscending() && hasRider(anim::MOUNT_FLIGHT_UP))
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riderAnim = anim::MOUNT_FLIGHT_UP;
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else if (cameraController->isDescending() && hasRider(anim::MOUNT_FLIGHT_DOWN))
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riderAnim = anim::MOUNT_FLIGHT_DOWN;
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else if (hasRider(anim::MOUNT_FLIGHT_FORWARD))
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riderAnim = anim::MOUNT_FLIGHT_FORWARD;
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} else {
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if (hasRider(anim::MOUNT_FLIGHT_IDLE))
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riderAnim = anim::MOUNT_FLIGHT_IDLE;
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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
2026-04-04 23:02:53 +03:00
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}
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}
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2026-04-05 12:27:35 +03:00
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// Apply rider animation
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chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
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uint32_t currentAnimId = 0;
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2026-04-05 12:27:35 +03:00
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float currentAnimTimeMs = 0.0f, currentAnimDurationMs = 0.0f;
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chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
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bool haveState = characterRenderer->getAnimationState(characterInstanceId, currentAnimId, currentAnimTimeMs, currentAnimDurationMs);
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2026-04-05 12:27:35 +03:00
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if (!haveState || currentAnimId != riderAnim) {
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characterRenderer->playAnimation(characterInstanceId, riderAnim, true);
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lastPlayerAnimRequest_ = riderAnim;
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lastPlayerAnimLoopRequest_ = true;
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
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}
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2026-04-05 12:27:35 +03:00
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// Handle mount sounds
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auto* mountSoundMgr = renderer_->getAudioCoordinator()->getMountSoundManager();
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if (mountOut.playJumpSound && mountSoundMgr) {
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mountSoundMgr->playJumpSound();
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
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}
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2026-04-05 12:27:35 +03:00
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if (mountOut.playLandSound && mountSoundMgr) {
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mountSoundMgr->playLandSound();
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
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}
|
2026-04-05 12:27:35 +03:00
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if (mountOut.playRearUpSound && mountSoundMgr) {
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mountSoundMgr->playRearUpSound();
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
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}
|
2026-04-05 12:27:35 +03:00
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if (mountOut.playIdleSound && mountSoundMgr) {
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mountSoundMgr->playIdleSound();
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}
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if (mountOut.triggerMountJump && cameraController) {
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cameraController->triggerMountJump();
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
}
|
|
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
// Apply positioning (uses mountBob and mountRoll from MountFSM)
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|
|
|
|
// For taxi flights, use external mountRoll_ set by setMountPitchRoll
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|
|
|
|
// For ground mounts, use MountFSM's computed lean roll
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|
|
|
|
float finalRoll = taxiFlight_ ? mountRoll_ : mountOut.mountRoll;
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|
|
|
|
applyMountPositioning(mountOut.mountBob, finalRoll, characterYaw);
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
}
|
|
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
// ── Character animation state machine (delegates to CharacterAnimator) ──────────
|
|
|
|
|
|
|
|
|
|
void AnimationController::updateCharacterAnimation() {
|
|
|
|
|
auto* characterRenderer = renderer_->getCharacterRenderer();
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
auto* cameraController = renderer_->getCameraController();
|
2026-04-05 12:27:35 +03:00
|
|
|
uint32_t characterInstanceId = renderer_->getCharacterInstanceId();
|
|
|
|
|
|
2026-04-05 17:52:18 -07:00
|
|
|
// Lazy probe: populate capability set once per model.
|
|
|
|
|
// Re-probe if melee capabilities are missing (model may not have been fully
|
|
|
|
|
// loaded on the first probe attempt).
|
|
|
|
|
if (characterRenderer && characterInstanceId != 0) {
|
|
|
|
|
if (!capabilitiesProbed_) {
|
|
|
|
|
probeCapabilities();
|
|
|
|
|
} else if (meleeSwingTimer_ > 0.0f && !characterAnimator_.getCapabilities().hasMelee) {
|
|
|
|
|
capabilitiesProbed_ = false;
|
|
|
|
|
probeCapabilities();
|
|
|
|
|
}
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
}
|
|
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
// When mounted, delegate to MountFSM and handle positioning
|
|
|
|
|
if (isMounted()) {
|
|
|
|
|
updateMountedAnimation(lastDeltaTime_);
|
|
|
|
|
return;
|
|
|
|
|
}
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
// Build FrameInput for CharacterAnimator from camera/renderer state
|
|
|
|
|
CharacterAnimator::FrameInput fi;
|
|
|
|
|
fi.moving = cameraController->isMoving();
|
|
|
|
|
fi.sprinting = cameraController->isSprinting();
|
|
|
|
|
fi.movingForward = cameraController->isMovingForward();
|
|
|
|
|
fi.movingBackward = cameraController->isMovingBackward();
|
|
|
|
|
fi.autoRunning = cameraController->isAutoRunning();
|
|
|
|
|
fi.strafeLeft = cameraController->isStrafingLeft();
|
|
|
|
|
fi.strafeRight = cameraController->isStrafingRight();
|
|
|
|
|
fi.grounded = cameraController->isGrounded();
|
|
|
|
|
fi.jumping = cameraController->isJumping();
|
|
|
|
|
fi.swimming = cameraController->isSwimming();
|
|
|
|
|
fi.sitting = cameraController->isSitting();
|
|
|
|
|
fi.flyingActive = cameraController->isFlyingActive();
|
|
|
|
|
fi.ascending = cameraController->isAscending();
|
|
|
|
|
fi.descending = cameraController->isDescending();
|
|
|
|
|
fi.jumpKeyPressed = cameraController->isJumpKeyPressed();
|
|
|
|
|
fi.characterYaw = renderer_->getCharacterYaw();
|
|
|
|
|
// Melee/ranged timers
|
|
|
|
|
fi.meleeSwingTimer = meleeSwingTimer_;
|
|
|
|
|
fi.rangedShootTimer = rangedShootTimer_;
|
|
|
|
|
fi.specialAttackAnimId = specialAttackAnimId_;
|
|
|
|
|
fi.rangedAnimId = rangedAnimId_;
|
|
|
|
|
// Animation state query for one-shot completion detection
|
|
|
|
|
if (characterRenderer && characterInstanceId > 0) {
|
|
|
|
|
fi.haveAnimState = characterRenderer->getAnimationState(
|
|
|
|
|
characterInstanceId, fi.currentAnimId, fi.currentAnimTime, fi.currentAnimDuration);
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
}
|
|
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
// Inject FrameInput and resolve animation via CharacterAnimator
|
|
|
|
|
characterAnimator_.setFrameInput(fi);
|
|
|
|
|
characterAnimator_.update(lastDeltaTime_);
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
// Read the resolved animation output
|
|
|
|
|
AnimOutput output = characterAnimator_.getLastOutput();
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
// STAY policy: if CharacterAnimator returns invalid, keep current animation
|
|
|
|
|
if (!output.valid) return;
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
uint32_t animId = output.animId;
|
|
|
|
|
bool loop = output.loop;
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
// Apply animation to the character renderer
|
|
|
|
|
uint32_t currentAnimId = 0;
|
|
|
|
|
float currentAnimTimeMs = 0.0f;
|
|
|
|
|
float currentAnimDurationMs = 0.0f;
|
|
|
|
|
bool haveState = characterRenderer->getAnimationState(characterInstanceId, currentAnimId, currentAnimTimeMs, currentAnimDurationMs);
|
|
|
|
|
const bool requestChanged = (lastPlayerAnimRequest_ != animId) || (lastPlayerAnimLoopRequest_ != loop);
|
|
|
|
|
// Only re-assert looping animations if the renderer drifted (e.g., external
|
|
|
|
|
// playAnimation call). One-shot animations must NOT be re-asserted after the
|
|
|
|
|
// renderer auto-resets them to STAND on completion — the FSM detects the ID
|
|
|
|
|
// change via oneShotComplete and transitions to the next state in the same frame.
|
|
|
|
|
const bool drifted = haveState && currentAnimId != animId && loop;
|
|
|
|
|
const bool shouldPlay = requestChanged || drifted;
|
|
|
|
|
|
|
|
|
|
// Debug: log animation decisions (only when animation changes or replays)
|
|
|
|
|
static uint32_t dbgLastAnim = UINT32_MAX;
|
|
|
|
|
if (shouldPlay || animId != dbgLastAnim) {
|
|
|
|
|
LOG_DEBUG("[AnimDbg] FSM→", animId, " loop=", loop,
|
|
|
|
|
" cur=", currentAnimId, " t=", currentAnimTimeMs, "/", currentAnimDurationMs,
|
|
|
|
|
" haveState=", haveState,
|
|
|
|
|
" reqChanged=", requestChanged, " drifted=", drifted, " shouldPlay=", shouldPlay,
|
|
|
|
|
" lastReq=", lastPlayerAnimRequest_,
|
|
|
|
|
" locoState=", static_cast<int>(characterAnimator_.getLocomotion().getState()),
|
|
|
|
|
" actState=", static_cast<int>(characterAnimator_.getActivity().getState()));
|
|
|
|
|
dbgLastAnim = animId;
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
}
|
|
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
if (shouldPlay) {
|
|
|
|
|
characterRenderer->playAnimation(characterInstanceId, animId, loop);
|
|
|
|
|
lastPlayerAnimRequest_ = animId;
|
|
|
|
|
lastPlayerAnimLoopRequest_ = loop;
|
|
|
|
|
}
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
}
|
|
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
// ── Footstep update (delegated to FootstepDriver) ───────────────────────────
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
|
|
|
|
|
void AnimationController::updateFootsteps(float deltaTime) {
|
2026-04-05 12:27:35 +03:00
|
|
|
footstepDriver_.update(deltaTime, renderer_, isMounted(), mountInstanceId_,
|
|
|
|
|
taxiFlight_, isFootstepAnimationState());
|
chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ── Activity SFX state tracking ──────────────────────────────────────────────
|
|
|
|
|
|
|
|
|
|
void AnimationController::updateSfxState(float deltaTime) {
|
2026-04-05 12:27:35 +03:00
|
|
|
sfxStateDriver_.update(deltaTime, renderer_, isMounted(), taxiFlight_,
|
|
|
|
|
footstepDriver_);
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chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.
AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()
Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
directly, grouped by access pattern:
- UIServices: settings_panel, game_screen, toast_manager, chat_panel,
combat_ui, window_manager
- GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
social_handler, combat_handler
- Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
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}
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} // namespace rendering
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} // namespace wowee
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