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
|
|
|
#include "rendering/animation_controller.hpp"
|
2026-04-05 12:27:35 +03:00
|
|
|
#include "rendering/animation/emote_registry.hpp"
|
|
|
|
|
#include "rendering/animation/anim_capability_probe.hpp"
|
|
|
|
|
#include "rendering/animation/mount_fsm.hpp"
|
|
|
|
|
#include "rendering/animation/animation_ids.hpp"
|
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
|
|
|
#include "rendering/renderer.hpp"
|
|
|
|
|
#include "rendering/camera.hpp"
|
|
|
|
|
#include "rendering/camera_controller.hpp"
|
|
|
|
|
#include "rendering/character_renderer.hpp"
|
|
|
|
|
#include "rendering/terrain_manager.hpp"
|
|
|
|
|
#include "rendering/wmo_renderer.hpp"
|
|
|
|
|
#include "rendering/water_renderer.hpp"
|
|
|
|
|
#include "rendering/m2_renderer.hpp"
|
|
|
|
|
#include "rendering/levelup_effect.hpp"
|
|
|
|
|
#include "rendering/charge_effect.hpp"
|
|
|
|
|
#include "rendering/spell_visual_system.hpp"
|
|
|
|
|
#include "pipeline/m2_loader.hpp"
|
|
|
|
|
#include "pipeline/asset_manager.hpp"
|
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
|
|
|
#include "game/inventory.hpp"
|
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
|
|
|
#include "core/application.hpp"
|
|
|
|
|
#include "core/logger.hpp"
|
|
|
|
|
#include "audio/audio_coordinator.hpp"
|
|
|
|
|
#include "audio/audio_engine.hpp"
|
|
|
|
|
#include "audio/footstep_manager.hpp"
|
|
|
|
|
#include "audio/activity_sound_manager.hpp"
|
|
|
|
|
#include "audio/mount_sound_manager.hpp"
|
|
|
|
|
#include "audio/music_manager.hpp"
|
|
|
|
|
#include "audio/movement_sound_manager.hpp"
|
|
|
|
|
#include "rendering/swim_effects.hpp"
|
|
|
|
|
#include <algorithm>
|
|
|
|
|
#include <cstdlib>
|
|
|
|
|
#include <unordered_map>
|
|
|
|
|
#include <set>
|
|
|
|
|
#include <random>
|
|
|
|
|
#include <cctype>
|
|
|
|
|
#include <cmath>
|
|
|
|
|
#include <glm/gtc/matrix_transform.hpp>
|
|
|
|
|
|
|
|
|
|
namespace wowee {
|
|
|
|
|
namespace rendering {
|
|
|
|
|
|
|
|
|
|
// ── AnimationController implementation ───────────────────────────────────────
|
|
|
|
|
|
|
|
|
|
AnimationController::AnimationController() = default;
|
|
|
|
|
AnimationController::~AnimationController() = default;
|
|
|
|
|
|
|
|
|
|
void AnimationController::initialize(Renderer* renderer) {
|
|
|
|
|
renderer_ = renderer;
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
void AnimationController::probeCapabilities() {
|
|
|
|
|
if (!renderer_) return;
|
|
|
|
|
uint32_t instanceId = renderer_->getCharacterInstanceId();
|
|
|
|
|
if (instanceId == 0) return;
|
|
|
|
|
auto caps = AnimCapabilityProbe::probe(renderer_, instanceId);
|
|
|
|
|
characterAnimator_.setCapabilities(caps);
|
|
|
|
|
capabilitiesProbed_ = 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
|
|
|
void AnimationController::onCharacterFollow(uint32_t /*instanceId*/) {
|
|
|
|
|
// Reset animation state when follow target changes
|
2026-04-05 12:27:35 +03:00
|
|
|
capabilitiesProbed_ = false;
|
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
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ── Emote support ────────────────────────────────────────────────────────────
|
|
|
|
|
|
|
|
|
|
void AnimationController::playEmote(const std::string& emoteName) {
|
2026-04-05 12:27:35 +03:00
|
|
|
auto& registry = EmoteRegistry::instance();
|
|
|
|
|
registry.loadFromDbc();
|
|
|
|
|
auto result = registry.findEmote(emoteName);
|
|
|
|
|
if (!result) 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 = result->animId;
|
|
|
|
|
bool loop = result->loop;
|
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
|
|
|
|
|
|
|
|
// For looping emotes, prefer the EMOTE_STATE_* variant if the model has it
|
2026-04-05 12:27:35 +03:00
|
|
|
if (loop) {
|
|
|
|
|
uint32_t stateVariant = registry.getStateVariant(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
|
|
|
if (stateVariant != 0) {
|
|
|
|
|
auto* characterRenderer = renderer_->getCharacterRenderer();
|
|
|
|
|
uint32_t characterInstanceId = renderer_->getCharacterInstanceId();
|
|
|
|
|
if (characterRenderer && characterInstanceId > 0 &&
|
|
|
|
|
characterRenderer->hasAnimation(characterInstanceId, stateVariant)) {
|
2026-04-05 12:27:35 +03:00
|
|
|
animId = stateVariant;
|
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
|
|
|
// Forward to CharacterAnimator (ActivityFSM handles emote state)
|
|
|
|
|
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
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
// 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
|
|
|
auto* characterRenderer = renderer_->getCharacterRenderer();
|
|
|
|
|
uint32_t characterInstanceId = renderer_->getCharacterInstanceId();
|
|
|
|
|
if (characterRenderer && characterInstanceId > 0) {
|
fix(rendering): emote animations, WMO portal culling, transport teleport
Emote animations: fix DBC chain for /laugh, /flirt, /sleep, /fart, /stink.
Previously all emotes with AnimID=0 used emoteRef as animId (wrong DBC
record IDs). Now resolves through Emotes.dbc properly, with per-emote
overrides for emotes whose DBC chain yields 0. Adds Emotes.dbc load
failure warning and diagnostic logging.
WMO culling: skip portal culling when camera is outside all groups (fixes
vanishing Stormwind ground tiles). Also handle indoor/outdoor AABB overlap
by showing all groups when position is in both indoor and outdoor AABBs.
Transport: clear ONTRANSPORT flag and transport state when transport not
found, preventing stale transport data from teleporting player to map
origin. Add area trigger safety net near (0,0,0) on Eastern Kingdoms.
2026-04-05 17:25:25 -07:00
|
|
|
bool hasAnim = characterRenderer->hasAnimation(characterInstanceId, animId);
|
|
|
|
|
LOG_WARNING("playEmote '", emoteName, "': animId=", animId, " loop=", loop,
|
|
|
|
|
" modelHasAnim=", hasAnim);
|
2026-04-05 12:27:35 +03:00
|
|
|
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
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AnimationController::cancelEmote() {
|
2026-04-05 12:27:35 +03:00
|
|
|
characterAnimator_.cancelEmote();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::string AnimationController::getEmoteText(const std::string& emoteName, const std::string* targetName) {
|
|
|
|
|
auto& registry = EmoteRegistry::instance();
|
|
|
|
|
registry.loadFromDbc();
|
|
|
|
|
return registry.textFor(emoteName, targetName);
|
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 AnimationController::getEmoteDbcId(const std::string& emoteName) {
|
|
|
|
|
auto& registry = EmoteRegistry::instance();
|
|
|
|
|
registry.loadFromDbc();
|
|
|
|
|
return registry.dbcIdFor(emoteName);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::string AnimationController::getEmoteTextByDbcId(uint32_t dbcId, const std::string& senderName,
|
|
|
|
|
const std::string* targetName) {
|
|
|
|
|
auto& registry = EmoteRegistry::instance();
|
|
|
|
|
registry.loadFromDbc();
|
|
|
|
|
return registry.textByDbcId(dbcId, senderName, targetName);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uint32_t AnimationController::getEmoteAnimByDbcId(uint32_t dbcId) {
|
|
|
|
|
auto& registry = EmoteRegistry::instance();
|
|
|
|
|
registry.loadFromDbc();
|
|
|
|
|
return registry.animByDbcId(dbcId);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ── Spell casting ────────────────────────────────────────────────────────────
|
|
|
|
|
|
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::startSpellCast(uint32_t precastAnimId, uint32_t castAnimId, bool castLoop,
|
|
|
|
|
uint32_t finalizeAnimId) {
|
2026-04-05 12:27:35 +03:00
|
|
|
characterAnimator_.startSpellCast(precastAnimId, castAnimId, castLoop, finalizeAnimId);
|
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::stopSpellCast() {
|
2026-04-05 12:27:35 +03:00
|
|
|
characterAnimator_.stopSpellCast();
|
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
|
|
|
// ── Loot animation ───────────────────────────────────────────────────────────
|
|
|
|
|
|
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::startLooting() {
|
2026-04-05 12:27:35 +03:00
|
|
|
characterAnimator_.startLooting();
|
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::stopLooting() {
|
2026-04-05 12:27:35 +03:00
|
|
|
characterAnimator_.stopLooting();
|
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
|
|
|
// ── Hit reactions ────────────────────────────────────────────────────────────
|
|
|
|
|
|
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::triggerHitReaction(uint32_t animId) {
|
2026-04-05 12:27:35 +03:00
|
|
|
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
|
|
|
}
|
|
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
// ── Crowd control ────────────────────────────────────────────────────────────
|
|
|
|
|
|
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;
|
|
|
|
|
if (renderer_->getAudioCoordinator()->getActivitySoundManager()) {
|
|
|
|
|
renderer_->getAudioCoordinator()->getActivitySoundManager()->playMeleeSwing();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
void AnimationController::setEquippedWeaponType(uint32_t inventoryType, bool is2HLoose,
|
|
|
|
|
bool isFist, bool isDagger,
|
|
|
|
|
bool hasOffHand, bool hasShield) {
|
|
|
|
|
weaponLoadout_.inventoryType = inventoryType;
|
|
|
|
|
weaponLoadout_.is2HLoose = is2HLoose;
|
|
|
|
|
weaponLoadout_.isFist = isFist;
|
|
|
|
|
weaponLoadout_.isDagger = isDagger;
|
|
|
|
|
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)" : ""));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
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
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
core::Logger::getInstance().debug("Mount animation set: jumpStart=", mountAnims.jumpStart,
|
|
|
|
|
" jumpLoop=", mountAnims.jumpLoop,
|
|
|
|
|
" jumpEnd=", mountAnims.jumpEnd,
|
|
|
|
|
" rearUp=", mountAnims.rearUp,
|
|
|
|
|
" run=", mountAnims.run,
|
|
|
|
|
" stand=", mountAnims.stand,
|
|
|
|
|
" fidgets=", mountAnims.fidgets.size());
|
|
|
|
|
|
|
|
|
|
// Configure MountFSM via CharacterAnimator
|
|
|
|
|
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
|
|
|
|
|
|
|
|
if (renderer_->getAudioCoordinator()->getMountSoundManager()) {
|
|
|
|
|
bool isFlying = taxiFlight_;
|
|
|
|
|
renderer_->getAudioCoordinator()->getMountSoundManager()->onMount(mountDisplayId, isFlying, modelPath);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AnimationController::clearMount() {
|
|
|
|
|
mountInstanceId_ = 0;
|
|
|
|
|
mountHeightOffset_ = 0.0f;
|
|
|
|
|
mountPitch_ = 0.0f;
|
|
|
|
|
mountRoll_ = 0.0f;
|
|
|
|
|
mountSeatAttachmentId_ = -1;
|
|
|
|
|
smoothedMountSeatPos_ = glm::vec3(0.0f);
|
|
|
|
|
mountSeatSmoothingInit_ = false;
|
2026-04-05 12:27:35 +03:00
|
|
|
|
|
|
|
|
// Clear MountFSM via CharacterAnimator
|
|
|
|
|
characterAnimator_.clearMountFSM();
|
|
|
|
|
|
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* cameraController = renderer_->getCameraController()) {
|
|
|
|
|
cameraController->setMounted(false);
|
|
|
|
|
cameraController->setMountHeightOffset(0.0f);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (renderer_->getAudioCoordinator()->getMountSoundManager()) {
|
|
|
|
|
renderer_->getAudioCoordinator()->getMountSoundManager()->onDismount();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ── Query helpers ────────────────────────────────────────────────────────────
|
|
|
|
|
|
|
|
|
|
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 ─────────────────────────────────────────────────────────────
|
|
|
|
|
|
|
|
|
|
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
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ── Mounted animation update (uses MountFSM) ────────────────────────────────
|
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::updateMountedAnimation(float deltaTime) {
|
|
|
|
|
auto* characterRenderer = renderer_->getCharacterRenderer();
|
|
|
|
|
auto* cameraController = renderer_->getCameraController();
|
|
|
|
|
uint32_t characterInstanceId = renderer_->getCharacterInstanceId();
|
|
|
|
|
float characterYaw = renderer_->getCharacterYaw();
|
|
|
|
|
auto& mountFSM = characterAnimator_.getMountFSM();
|
|
|
|
|
|
|
|
|
|
// Build MountFSM input
|
|
|
|
|
MountFSM::Input mountIn;
|
|
|
|
|
mountIn.moving = cameraController->isMoving();
|
|
|
|
|
mountIn.movingBackward = cameraController->isMovingBackward();
|
|
|
|
|
mountIn.strafeLeft = cameraController->isStrafingLeft();
|
|
|
|
|
mountIn.strafeRight = cameraController->isStrafingRight();
|
|
|
|
|
mountIn.grounded = cameraController->isGrounded();
|
|
|
|
|
mountIn.jumpKeyPressed = cameraController->isJumpKeyPressed();
|
|
|
|
|
mountIn.flying = cameraController->isFlyingActive();
|
|
|
|
|
mountIn.swimming = cameraController->isSwimming();
|
|
|
|
|
mountIn.ascending = cameraController->isAscending();
|
|
|
|
|
mountIn.descending = cameraController->isDescending();
|
|
|
|
|
mountIn.taxiFlight = taxiFlight_;
|
|
|
|
|
mountIn.deltaTime = deltaTime;
|
|
|
|
|
mountIn.characterYaw = characterYaw;
|
|
|
|
|
// Mount animation state query
|
|
|
|
|
if (mountInstanceId_ > 0 && characterRenderer) {
|
|
|
|
|
mountIn.haveMountState = characterRenderer->getAnimationState(
|
|
|
|
|
mountInstanceId_, mountIn.curMountAnim, mountIn.curMountTime, mountIn.curMountDuration);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Evaluate MountFSM
|
|
|
|
|
auto mountOut = mountFSM.evaluate(mountIn);
|
|
|
|
|
|
|
|
|
|
// Apply mount animation if changed
|
|
|
|
|
if (mountOut.mountAnimChanged && mountInstanceId_ > 0 && characterRenderer) {
|
|
|
|
|
characterRenderer->playAnimation(mountInstanceId_, mountOut.mountAnimId, mountOut.mountAnimLoop);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Rider animation — defaults to MOUNT, but uses MOUNT_FLIGHT_* variants when flying
|
|
|
|
|
uint32_t riderAnim = anim::MOUNT;
|
|
|
|
|
if (cameraController->isFlyingActive()) {
|
|
|
|
|
auto hasRider = [&](uint32_t id) { return characterRenderer->hasAnimation(characterInstanceId, id); };
|
|
|
|
|
if (mountIn.moving) {
|
|
|
|
|
if (cameraController->isAscending() && hasRider(anim::MOUNT_FLIGHT_UP))
|
|
|
|
|
riderAnim = anim::MOUNT_FLIGHT_UP;
|
|
|
|
|
else if (cameraController->isDescending() && hasRider(anim::MOUNT_FLIGHT_DOWN))
|
|
|
|
|
riderAnim = anim::MOUNT_FLIGHT_DOWN;
|
|
|
|
|
else if (hasRider(anim::MOUNT_FLIGHT_FORWARD))
|
|
|
|
|
riderAnim = anim::MOUNT_FLIGHT_FORWARD;
|
|
|
|
|
} else {
|
|
|
|
|
if (hasRider(anim::MOUNT_FLIGHT_IDLE))
|
|
|
|
|
riderAnim = anim::MOUNT_FLIGHT_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
|
|
|
// Apply rider animation
|
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 currentAnimId = 0;
|
2026-04-05 12:27:35 +03:00
|
|
|
float currentAnimTimeMs = 0.0f, currentAnimDurationMs = 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
|
|
|
bool haveState = characterRenderer->getAnimationState(characterInstanceId, currentAnimId, currentAnimTimeMs, currentAnimDurationMs);
|
2026-04-05 12:27:35 +03:00
|
|
|
if (!haveState || currentAnimId != riderAnim) {
|
|
|
|
|
characterRenderer->playAnimation(characterInstanceId, riderAnim, true);
|
|
|
|
|
lastPlayerAnimRequest_ = riderAnim;
|
|
|
|
|
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
|
|
|
}
|
|
|
|
|
|
2026-04-05 12:27:35 +03:00
|
|
|
// Handle mount sounds
|
|
|
|
|
auto* mountSoundMgr = renderer_->getAudioCoordinator()->getMountSoundManager();
|
|
|
|
|
if (mountOut.playJumpSound && mountSoundMgr) {
|
|
|
|
|
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
|
|
|
}
|
2026-04-05 12:27:35 +03:00
|
|
|
if (mountOut.playLandSound && mountSoundMgr) {
|
|
|
|
|
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
|
|
|
}
|
2026-04-05 12:27:35 +03:00
|
|
|
if (mountOut.playRearUpSound && mountSoundMgr) {
|
|
|
|
|
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
|
|
|
}
|
2026-04-05 12:27:35 +03:00
|
|
|
if (mountOut.playIdleSound && mountSoundMgr) {
|
|
|
|
|
mountSoundMgr->playIdleSound();
|
|
|
|
|
}
|
|
|
|
|
if (mountOut.triggerMountJump && cameraController) {
|
|
|
|
|
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)
|
|
|
|
|
// For taxi flights, use external mountRoll_ set by setMountPitchRoll
|
|
|
|
|
// For ground mounts, use MountFSM's computed lean roll
|
|
|
|
|
float finalRoll = taxiFlight_ ? mountRoll_ : mountOut.mountRoll;
|
|
|
|
|
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();
|
|
|
|
|
|
|
|
|
|
// Lazy probe: populate capability set once per model
|
|
|
|
|
if (!capabilitiesProbed_ && characterRenderer && characterInstanceId != 0) {
|
|
|
|
|
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_);
|
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
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace rendering
|
|
|
|
|
} // namespace wowee
|