Load emotes from DBC

This commit is contained in:
Kelsi 2026-02-07 20:02:14 -08:00
parent 361277cf5b
commit 0ebf4d1e5e
3 changed files with 226 additions and 69 deletions

View file

@ -116,7 +116,7 @@ public:
void playEmote(const std::string& emoteName);
void cancelEmote();
bool isEmoteActive() const { return emoteActive; }
static std::string getEmoteText(const std::string& emoteName);
static std::string getEmoteText(const std::string& emoteName, const std::string* targetName = nullptr);
// Targeting support
void setTargetPosition(const glm::vec3* pos);

View file

@ -21,10 +21,12 @@
#include "pipeline/m2_loader.hpp"
#include <algorithm>
#include "pipeline/asset_manager.hpp"
#include "pipeline/dbc_loader.hpp"
#include "pipeline/m2_loader.hpp"
#include "pipeline/wmo_loader.hpp"
#include "pipeline/adt_loader.hpp"
#include "pipeline/terrain_mesh.hpp"
#include "core/application.hpp"
#include "core/window.hpp"
#include "core/logger.hpp"
#include "game/world.hpp"
@ -47,34 +49,163 @@ namespace wowee {
namespace rendering {
struct EmoteInfo {
uint32_t animId;
bool loop;
std::string text;
uint32_t animId = 0;
bool loop = false;
std::string textNoTarget;
std::string textTarget;
std::string command;
};
// AnimationData.dbc IDs for WotLK HumanMale emotes
// Reference: https://wowdev.wiki/M2/AnimationList
static const std::unordered_map<std::string, EmoteInfo> EMOTE_TABLE = {
{"wave", {67, false, "waves."}},
{"bow", {66, false, "bows down graciously."}},
{"laugh", {70, false, "laughs."}},
{"point", {84, false, "points over there."}},
{"cheer", {68, false, "cheers!"}},
{"dance", {69, true, "begins to dance."}},
{"kneel", {75, false, "kneels down."}},
{"applaud", {80, false, "applauds."}},
{"shout", {81, false, "shouts."}},
{"chicken", {78, false, "clucks like a chicken."}},
{"cry", {77, false, "cries."}},
{"kiss", {76, false, "blows a kiss."}},
{"roar", {74, false, "roars with bestial vigor."}},
{"salute", {113, false, "salutes."}},
{"rude", {73, false, "makes a rude gesture."}},
{"flex", {82, false, "flexes muscles."}},
{"shy", {83, false, "acts shy."}},
{"beg", {79, false, "begs everyone around."}},
{"eat", {61, false, "begins to eat."}},
};
static std::unordered_map<std::string, EmoteInfo> EMOTE_TABLE;
static bool emoteTableLoaded = false;
static std::vector<std::string> parseEmoteCommands(const std::string& raw) {
std::vector<std::string> out;
std::string cur;
for (char c : raw) {
if (std::isalnum(static_cast<unsigned char>(c)) || c == '_') {
cur.push_back(static_cast<char>(std::tolower(static_cast<unsigned char>(c))));
} else if (!cur.empty()) {
out.push_back(cur);
cur.clear();
}
}
if (!cur.empty()) out.push_back(cur);
return out;
}
static bool isLoopingEmote(const std::string& command) {
static const std::unordered_set<std::string> kLooping = {
"dance",
"train",
};
return kLooping.find(command) != kLooping.end();
}
static void loadFallbackEmotes() {
if (!EMOTE_TABLE.empty()) return;
EMOTE_TABLE = {
{"wave", {67, false, "You wave.", "You wave at %s.", "wave"}},
{"bow", {66, false, "You bow down graciously.", "You bow down before %s.", "bow"}},
{"laugh", {70, false, "You laugh.", "You laugh at %s.", "laugh"}},
{"point", {84, false, "You point over yonder.", "You point at %s.", "point"}},
{"cheer", {68, false, "You cheer!", "You cheer at %s.", "cheer"}},
{"dance", {69, true, "You burst into dance.", "You dance with %s.", "dance"}},
{"kneel", {75, false, "You kneel down.", "You kneel before %s.", "kneel"}},
{"applaud", {80, false, "You applaud. Bravo!", "You applaud at %s. Bravo!", "applaud"}},
{"shout", {81, false, "You shout.", "You shout at %s.", "shout"}},
{"chicken", {78, false, "With arms flapping, you strut around. Cluck, Cluck, Chicken!",
"With arms flapping, you strut around %s. Cluck, Cluck, Chicken!", "chicken"}},
{"cry", {77, false, "You cry.", "You cry on %s's shoulder.", "cry"}},
{"kiss", {76, false, "You blow a kiss into the wind.", "You blow a kiss to %s.", "kiss"}},
{"roar", {74, false, "You roar with bestial vigor. So fierce!", "You roar with bestial vigor at %s. So fierce!", "roar"}},
{"salute", {113, false, "You salute.", "You salute %s with respect.", "salute"}},
{"rude", {73, false, "You make a rude gesture.", "You make a rude gesture at %s.", "rude"}},
{"flex", {82, false, "You flex your muscles. Oooooh so strong!", "You flex at %s. Oooooh so strong!", "flex"}},
{"shy", {83, false, "You smile shyly.", "You smile shyly at %s.", "shy"}},
{"beg", {79, false, "You beg everyone around you. How pathetic.", "You beg %s. How pathetic.", "beg"}},
{"eat", {61, false, "You begin to eat.", "You begin to eat in front of %s.", "eat"}},
};
}
static std::string replacePlaceholders(const std::string& text, const std::string* targetName) {
if (text.empty()) return text;
std::string out;
out.reserve(text.size() + 16);
for (size_t i = 0; i < text.size(); ++i) {
if (text[i] == '%' && i + 1 < text.size() && text[i + 1] == 's') {
if (targetName && !targetName->empty()) out += *targetName;
i++;
} else {
out.push_back(text[i]);
}
}
return out;
}
static void loadEmotesFromDbc() {
if (emoteTableLoaded) return;
emoteTableLoaded = true;
auto* assetManager = core::Application::getInstance().getAssetManager();
if (!assetManager) {
LOG_WARNING("Emotes: no AssetManager");
loadFallbackEmotes();
return;
}
auto emotesTextDbc = assetManager->loadDBC("EmotesText.dbc");
auto emotesTextDataDbc = assetManager->loadDBC("EmotesTextData.dbc");
if (!emotesTextDbc || !emotesTextDataDbc || !emotesTextDbc->isLoaded() || !emotesTextDataDbc->isLoaded()) {
LOG_WARNING("Emotes: DBCs not available (EmotesText/EmotesTextData)");
loadFallbackEmotes();
return;
}
std::unordered_map<uint32_t, std::string> textData;
textData.reserve(emotesTextDataDbc->getRecordCount());
for (uint32_t r = 0; r < emotesTextDataDbc->getRecordCount(); ++r) {
uint32_t id = emotesTextDataDbc->getUInt32(r, 0);
std::string text = emotesTextDataDbc->getString(r, 1);
if (!text.empty()) textData.emplace(id, std::move(text));
}
std::unordered_map<uint32_t, uint32_t> emoteIdToAnim;
if (auto emotesDbc = assetManager->loadDBC("Emotes.dbc"); emotesDbc && emotesDbc->isLoaded()) {
emoteIdToAnim.reserve(emotesDbc->getRecordCount());
for (uint32_t r = 0; r < emotesDbc->getRecordCount(); ++r) {
uint32_t emoteId = emotesDbc->getUInt32(r, 0);
uint32_t animId = emotesDbc->getUInt32(r, 2);
if (animId != 0) emoteIdToAnim[emoteId] = animId;
}
}
EMOTE_TABLE.clear();
EMOTE_TABLE.reserve(emotesTextDbc->getRecordCount());
for (uint32_t r = 0; r < emotesTextDbc->getRecordCount(); ++r) {
std::string cmdRaw = emotesTextDbc->getString(r, 1);
if (cmdRaw.empty()) continue;
uint32_t emoteRef = emotesTextDbc->getUInt32(r, 2);
uint32_t animId = 0;
auto animIt = emoteIdToAnim.find(emoteRef);
if (animIt != emoteIdToAnim.end()) {
animId = animIt->second;
} else {
animId = emoteRef; // fallback if EmotesText stores animation id directly
}
uint32_t senderTargetTextId = emotesTextDbc->getUInt32(r, 5); // unisex, target, sender
uint32_t senderNoTargetTextId = emotesTextDbc->getUInt32(r, 9); // unisex, no target, sender
std::string textTarget;
std::string textNoTarget;
if (auto it = textData.find(senderTargetTextId); it != textData.end()) {
textTarget = it->second;
}
if (auto it = textData.find(senderNoTargetTextId); it != textData.end()) {
textNoTarget = it->second;
}
for (const std::string& cmd : parseEmoteCommands(cmdRaw)) {
if (cmd.empty()) continue;
EmoteInfo info;
info.animId = animId;
info.loop = isLoopingEmote(cmd);
info.textNoTarget = textNoTarget;
info.textTarget = textTarget;
info.command = cmd;
EMOTE_TABLE.emplace(cmd, std::move(info));
}
}
if (EMOTE_TABLE.empty()) {
LOG_WARNING("Emotes: DBC loaded but no commands parsed, using fallback list");
loadFallbackEmotes();
} else {
LOG_INFO("Emotes: loaded ", EMOTE_TABLE.size(), " commands from DBC");
}
}
Renderer::Renderer() = default;
Renderer::~Renderer() = default;
@ -767,10 +898,12 @@ void Renderer::updateCharacterAnimation() {
}
void Renderer::playEmote(const std::string& emoteName) {
loadEmotesFromDbc();
auto it = EMOTE_TABLE.find(emoteName);
if (it == EMOTE_TABLE.end()) return;
const auto& info = it->second;
if (info.animId == 0) return;
emoteActive = true;
emoteAnimId = info.animId;
emoteLoop = info.loop;
@ -804,10 +937,19 @@ void Renderer::triggerMeleeSwing() {
}
}
std::string Renderer::getEmoteText(const std::string& emoteName) {
std::string Renderer::getEmoteText(const std::string& emoteName, const std::string* targetName) {
loadEmotesFromDbc();
auto it = EMOTE_TABLE.find(emoteName);
if (it != EMOTE_TABLE.end()) {
return it->second.text;
const auto& info = it->second;
const std::string& base = (targetName ? info.textTarget : info.textNoTarget);
if (!base.empty()) {
return replacePlaceholders(base, targetName);
}
if (targetName && !targetName->empty()) {
return "You " + info.command + " at " + *targetName + ".";
}
return "You " + info.command + ".";
}
return "";
}

View file

@ -1658,7 +1658,17 @@ void GameScreen::sendChatMessage(game::GameHandler& gameHandler) {
// Check for emote commands
if (!isChannelCommand) {
std::string emoteText = rendering::Renderer::getEmoteText(cmdLower);
std::string targetName;
const std::string* targetNamePtr = nullptr;
if (gameHandler.hasTarget()) {
auto targetEntity = gameHandler.getTarget();
if (targetEntity) {
targetName = getEntityName(targetEntity);
if (!targetName.empty()) targetNamePtr = &targetName;
}
}
std::string emoteText = rendering::Renderer::getEmoteText(cmdLower, targetNamePtr);
if (!emoteText.empty()) {
// Play the emote animation
auto* renderer = core::Application::getInstance().getRenderer();
@ -1666,25 +1676,11 @@ void GameScreen::sendChatMessage(game::GameHandler& gameHandler) {
renderer->playEmote(cmdLower);
}
// Build emote message — targeted or untargeted
std::string chatText;
if (gameHandler.hasTarget()) {
auto targetEntity = gameHandler.getTarget();
if (targetEntity) {
std::string targetName = getEntityName(targetEntity);
chatText = cmdLower + " at " + targetName + ".";
} else {
chatText = emoteText;
}
} else {
chatText = cmdLower + "."; // First person: "You wave."
}
// Add local chat message
game::MessageChatData msg;
msg.type = game::ChatType::TEXT_EMOTE;
msg.language = game::ChatLanguage::COMMON;
msg.message = chatText;
msg.message = emoteText;
gameHandler.addLocalChatMessage(msg);
chatInputBuffer[0] = '\0';
@ -3398,34 +3394,53 @@ void GameScreen::renderTaxiWindow(game::GameHandler& gameHandler) {
ImGui::Text("Select a destination:");
ImGui::Spacing();
// List known destinations on same map, excluding current node
static uint32_t selectedNodeId = 0;
int destCount = 0;
for (const auto& [nodeId, node] : nodes) {
if (nodeId == currentNode) continue;
if (node.mapId != currentMapId) continue;
if (!taxiData.isNodeKnown(nodeId)) continue;
if (ImGui::BeginTable("TaxiNodes", 3, ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg)) {
ImGui::TableSetupColumn("Destination", ImGuiTableColumnFlags_WidthStretch);
ImGui::TableSetupColumn("Cost", ImGuiTableColumnFlags_WidthFixed, 120.0f);
ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_WidthFixed, 60.0f);
ImGui::TableHeadersRow();
uint32_t costCopper = gameHandler.getTaxiCostTo(nodeId);
uint32_t gold = costCopper / 10000;
uint32_t silver = (costCopper / 100) % 100;
uint32_t copper = costCopper % 100;
for (const auto& [nodeId, node] : nodes) {
if (nodeId == currentNode) continue;
if (node.mapId != currentMapId) continue;
if (!taxiData.isNodeKnown(nodeId)) continue;
ImGui::PushID(static_cast<int>(nodeId));
ImGui::Text("%s", node.name.c_str());
ImGui::SameLine();
if (gold > 0) {
ImGui::TextColored(ImVec4(0.9f, 0.8f, 0.3f, 1.0f), "(%ug %us %uc)", gold, silver, copper);
} else if (silver > 0) {
ImGui::TextColored(ImVec4(0.75f, 0.75f, 0.75f, 1.0f), "(%us %uc)", silver, copper);
} else {
ImGui::TextColored(ImVec4(0.72f, 0.45f, 0.2f, 1.0f), "(%uc)", copper);
uint32_t costCopper = gameHandler.getTaxiCostTo(nodeId);
uint32_t gold = costCopper / 10000;
uint32_t silver = (costCopper / 100) % 100;
uint32_t copper = costCopper % 100;
ImGui::PushID(static_cast<int>(nodeId));
ImGui::TableNextRow();
ImGui::TableSetColumnIndex(0);
bool isSelected = (selectedNodeId == nodeId);
if (ImGui::Selectable(node.name.c_str(), isSelected, ImGuiSelectableFlags_SpanAllColumns)) {
selectedNodeId = nodeId;
}
ImGui::TableSetColumnIndex(1);
if (gold > 0) {
ImGui::TextColored(ImVec4(0.9f, 0.8f, 0.3f, 1.0f), "%ug %us %uc", gold, silver, copper);
} else if (silver > 0) {
ImGui::TextColored(ImVec4(0.75f, 0.75f, 0.75f, 1.0f), "%us %uc", silver, copper);
} else {
ImGui::TextColored(ImVec4(0.72f, 0.45f, 0.2f, 1.0f), "%uc", copper);
}
ImGui::TableSetColumnIndex(2);
if (ImGui::SmallButton("Fly")) {
selectedNodeId = nodeId;
LOG_INFO("Taxi UI: Fly clicked dest=", nodeId);
gameHandler.activateTaxi(nodeId);
}
ImGui::PopID();
destCount++;
}
ImGui::SameLine(ImGui::GetWindowWidth() - 60);
if (ImGui::SmallButton("Fly")) {
gameHandler.activateTaxi(nodeId);
}
ImGui::PopID();
destCount++;
ImGui::EndTable();
}
if (destCount == 0) {