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game/rendering: drive Walk(4) and swim state from movement flags
Add UnitMoveFlagsCallback fired on every MSG_MOVE_* with the raw movement flags field. Application.cpp uses it to update swimming and walking state from any packet, not just explicit START_SWIM/ STOP_SWIM opcodes — fixing cold-join cases where a player is already swimming when we enter the world. Per-frame animation sync now selects Walk(4) when the WALKING flag is set, Run(5) otherwise, and Swim(42)/SwimIdle(41) when swimming. UnitAnimHintCallback is simplified to jump (38=JumpMid) only.
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4 changed files with 41 additions and 24 deletions
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@ -188,7 +188,8 @@ private:
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std::unordered_map<uint64_t, uint32_t> creatureModelIds_; // guid → loaded modelId
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std::unordered_map<uint64_t, glm::vec3> creatureRenderPosCache_; // guid -> last synced render position
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std::unordered_map<uint64_t, bool> creatureWasMoving_; // guid -> previous-frame movement state
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std::unordered_map<uint64_t, bool> creatureSwimmingState_; // guid -> currently in swim mode
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std::unordered_map<uint64_t, bool> creatureSwimmingState_; // guid -> currently in swim mode (SWIMMING flag)
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std::unordered_map<uint64_t, bool> creatureWalkingState_; // guid -> walking (WALKING flag, selects Walk(4) vs Run(5))
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std::unordered_set<uint64_t> creatureWeaponsAttached_; // guid set when NPC virtual weapons attached
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std::unordered_map<uint64_t, uint8_t> creatureWeaponAttachAttempts_; // guid -> attach attempts
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std::unordered_map<uint32_t, bool> modelIdIsWolfLike_; // modelId → cached wolf/worg check
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@ -637,10 +637,15 @@ public:
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using SpellCastAnimCallback = std::function<void(uint64_t guid, bool start, bool isChannel)>;
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void setSpellCastAnimCallback(SpellCastAnimCallback cb) { spellCastAnimCallback_ = std::move(cb); }
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// Unit animation hint: signal jump (animId=38) or swim (animId=42) for other players/NPCs
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// Unit animation hint: signal jump (animId=38) for other players/NPCs
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using UnitAnimHintCallback = std::function<void(uint64_t guid, uint32_t animId)>;
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void setUnitAnimHintCallback(UnitAnimHintCallback cb) { unitAnimHintCallback_ = std::move(cb); }
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// Unit move-flags callback: fired on every MSG_MOVE_* for other players with the raw flags field.
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// Drives Walk(4) vs Run(5) selection and swim state initialization from heartbeat packets.
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using UnitMoveFlagsCallback = std::function<void(uint64_t guid, uint32_t moveFlags)>;
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void setUnitMoveFlagsCallback(UnitMoveFlagsCallback cb) { unitMoveFlagsCallback_ = std::move(cb); }
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// NPC swing callback (plays attack animation on NPC)
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using NpcSwingCallback = std::function<void(uint64_t guid)>;
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void setNpcSwingCallback(NpcSwingCallback cb) { npcSwingCallback_ = std::move(cb); }
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@ -2268,6 +2273,7 @@ private:
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MeleeSwingCallback meleeSwingCallback_;
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SpellCastAnimCallback spellCastAnimCallback_;
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UnitAnimHintCallback unitAnimHintCallback_;
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UnitMoveFlagsCallback unitMoveFlagsCallback_;
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NpcSwingCallback npcSwingCallback_;
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NpcGreetingCallback npcGreetingCallback_;
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NpcFarewellCallback npcFarewellCallback_;
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@ -751,6 +751,7 @@ void Application::logoutToLogin() {
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creatureWeaponAttachAttempts_.clear();
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creatureWasMoving_.clear();
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creatureSwimmingState_.clear();
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creatureWalkingState_.clear();
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deadCreatureGuids_.clear();
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nonRenderableCreatureDisplayIds_.clear();
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creaturePermanentFailureGuids_.clear();
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@ -1477,11 +1478,13 @@ void Application::update(float deltaTime) {
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}
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posIt->second = renderPos;
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// Drive movement animation: Run/Swim (5/42) when moving, Stand/SwimIdle (0/41) when idle.
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// Drive movement animation: Walk/Run/Swim (4/5/42) when moving,
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// Stand/SwimIdle (0/41) when idle. Walk(4) selected when WALKING flag is set.
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// WoW M2 animation IDs: 4=Walk, 5=Run, 41=SwimIdle, 42=Swim.
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// Only switch on transitions to avoid resetting animation time.
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// Don't override Death (1) animation.
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const bool isSwimmingNow = creatureSwimmingState_.count(guid) > 0;
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const bool isWalkingNow = creatureWalkingState_.count(guid) > 0;
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bool prevMoving = creatureWasMoving_[guid];
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if (isMovingNow != prevMoving) {
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creatureWasMoving_[guid] = isMovingNow;
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@ -1490,7 +1493,7 @@ void Application::update(float deltaTime) {
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if (!gotState || curAnimId != 1 /*Death*/) {
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uint32_t targetAnim;
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if (isMovingNow)
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targetAnim = isSwimmingNow ? 42u : 5u; // Swim vs Run
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targetAnim = isSwimmingNow ? 42u : (isWalkingNow ? 4u : 5u); // Swim/Walk/Run
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else
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targetAnim = isSwimmingNow ? 41u : 0u; // SwimIdle vs Stand
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charRenderer->playAnimation(instanceId, targetAnim, /*loop=*/true);
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@ -2777,20 +2780,10 @@ void Application::setupUICallbacks() {
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}
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});
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// Unit animation hint callback — play jump (38) or swim (42) on other players/NPCs.
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// animId=42 (Swim): marks entity as swimming; per-frame sync will use SwimIdle(41) when stopped.
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// animId=0: clears swim state (MSG_MOVE_STOP_SWIM); per-frame sync reverts to Stand(0).
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// Unit animation hint callback — plays jump (38=JumpMid) animation on other players/NPCs.
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// Swim/walking state is now authoritative from the move-flags callback below.
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// animId=38 (JumpMid): airborne jump animation; land detection is via per-frame sync.
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gameHandler->setUnitAnimHintCallback([this](uint64_t guid, uint32_t animId) {
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// Track swim state regardless of whether the instance is visible yet.
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if (animId == 42u) {
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creatureSwimmingState_[guid] = true;
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} else if (animId == 0u) {
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creatureSwimmingState_.erase(guid);
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// Don't play Stand here — per-frame sync will do it when movement ceases.
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return;
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}
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if (!renderer) return;
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auto* cr = renderer->getCharacterRenderer();
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if (!cr) return;
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@ -2810,6 +2803,19 @@ void Application::setupUICallbacks() {
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cr->playAnimation(instanceId, animId, /*loop=*/true);
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});
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// Unit move-flags callback — updates swimming and walking state from every MSG_MOVE_* packet.
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// This is more reliable than opcode-based hints for cold joins and heartbeats:
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// a player already swimming when we join will have SWIMMING set on the first heartbeat.
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// Walking(4) vs Running(5) is also driven here from the WALKING flag.
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gameHandler->setUnitMoveFlagsCallback([this](uint64_t guid, uint32_t moveFlags) {
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const bool isSwimming = (moveFlags & static_cast<uint32_t>(game::MovementFlags::SWIMMING)) != 0;
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const bool isWalking = (moveFlags & static_cast<uint32_t>(game::MovementFlags::WALKING)) != 0;
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if (isSwimming) creatureSwimmingState_[guid] = true;
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else creatureSwimmingState_.erase(guid);
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if (isWalking) creatureWalkingState_[guid] = true;
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else creatureWalkingState_.erase(guid);
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});
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// Emote animation callback — play server-driven emote animations on NPCs and other players
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gameHandler->setEmoteAnimCallback([this](uint64_t guid, uint32_t emoteAnim) {
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if (!renderer || emoteAnim == 0) return;
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@ -6927,6 +6933,7 @@ void Application::despawnOnlinePlayer(uint64_t guid) {
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onlinePlayerAppearance_.erase(guid);
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pendingOnlinePlayerEquipment_.erase(guid);
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creatureSwimmingState_.erase(guid);
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creatureWalkingState_.erase(guid);
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}
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void Application::spawnOnlineGameObject(uint64_t guid, uint32_t entry, uint32_t displayId, float x, float y, float z, float orientation) {
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@ -8521,6 +8528,7 @@ void Application::despawnOnlineCreature(uint64_t guid) {
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creatureWeaponAttachAttempts_.erase(guid);
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creatureWasMoving_.erase(guid);
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creatureSwimmingState_.erase(guid);
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creatureWalkingState_.erase(guid);
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LOG_DEBUG("Despawned creature: guid=0x", std::hex, guid, std::dec);
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}
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@ -12174,7 +12174,6 @@ void GameHandler::handleOtherPlayerMovement(network::Packet& packet) {
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(wireOp == wireOpcode(Opcode::MSG_MOVE_STOP_SWIM)) ||
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(wireOp == wireOpcode(Opcode::MSG_MOVE_FALL_LAND));
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const bool isJumpOpcode = (wireOp == wireOpcode(Opcode::MSG_MOVE_JUMP));
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const bool isSwimOpcode = (wireOp == wireOpcode(Opcode::MSG_MOVE_START_SWIM));
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// For stop opcodes snap the entity position (duration=0) so it doesn't keep interpolating,
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// and pass durationMs=0 to the renderer so the Run-anim flash is suppressed.
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@ -12189,13 +12188,16 @@ void GameHandler::handleOtherPlayerMovement(network::Packet& packet) {
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}
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// Signal specific animation transitions that the per-frame sync can't detect reliably.
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// WoW M2 animation IDs: 38=JumpMid (loops during airborne), 42=Swim
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// animId=0 signals "exit swim mode" (MSG_MOVE_STOP_SWIM) so per-frame sync reverts to Stand.
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const bool isStopSwimOpcode = (wireOp == wireOpcode(Opcode::MSG_MOVE_STOP_SWIM));
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if (unitAnimHintCallback_) {
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if (isJumpOpcode) unitAnimHintCallback_(moverGuid, 38u);
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else if (isSwimOpcode) unitAnimHintCallback_(moverGuid, 42u);
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else if (isStopSwimOpcode) unitAnimHintCallback_(moverGuid, 0u);
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// WoW M2 animation ID 38=JumpMid (loops during airborne).
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// Swim/walking state is now authoritative from the movement flags field via unitMoveFlagsCallback_.
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if (unitAnimHintCallback_ && isJumpOpcode) {
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unitAnimHintCallback_(moverGuid, 38u);
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}
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// Fire move-flags callback so application.cpp can update swimming/walking state
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// from the flags field embedded in every movement packet (covers heartbeats and cold joins).
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if (unitMoveFlagsCallback_) {
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unitMoveFlagsCallback_(moverGuid, info.flags);
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}
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}
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