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
This commit is contained in:
Paul 2026-04-04 23:02:53 +03:00
parent d54e262048
commit e58f9b4b40
59 changed files with 3903 additions and 483 deletions

View file

@ -261,6 +261,10 @@ public:
uint32_t getNpcFlags() const { return npcFlags; }
void setNpcFlags(uint32_t f) { npcFlags = f; }
// NPC emote state (UNIT_NPC_EMOTESTATE) — persistent looping animation for NPCs
uint32_t getNpcEmoteState() const { return npcEmoteState; }
void setNpcEmoteState(uint32_t e) { npcEmoteState = e; }
// Returns true if NPC has interaction flags (gossip/vendor/quest/trainer)
bool isInteractable() const { return npcFlags != 0; }
@ -284,6 +288,7 @@ protected:
uint32_t unitFlags = 0;
uint32_t dynamicFlags = 0;
uint32_t npcFlags = 0;
uint32_t npcEmoteState = 0;
uint32_t factionTemplate = 0;
bool hostile = false;
};

View file

@ -173,7 +173,7 @@ private:
struct UnitFieldIndices {
uint16_t health, maxHealth, powerBase, maxPowerBase;
uint16_t level, faction, flags, dynFlags;
uint16_t displayId, mountDisplayId, npcFlags;
uint16_t displayId, mountDisplayId, npcFlags, npcEmoteState;
uint16_t bytes0, bytes1;
static UnitFieldIndices resolve();
};

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@ -934,7 +934,8 @@ public:
void setGhostStateCallback(GhostStateCallback cb) { ghostStateCallback_ = std::move(cb); }
// Melee swing callback (for driving animation/SFX)
using MeleeSwingCallback = std::function<void()>;
// spellId: 0 = regular auto-attack swing, non-zero = melee ability (special attack)
using MeleeSwingCallback = std::function<void(uint32_t spellId)>;
void setMeleeSwingCallback(MeleeSwingCallback cb) { meleeSwingCallback_ = std::move(cb); }
// Spell cast animation callbacks — true=start cast/channel, false=finish/cancel
@ -959,6 +960,23 @@ public:
using NpcSwingCallback = std::function<void(uint64_t guid)>;
void setNpcSwingCallback(NpcSwingCallback cb) { npcSwingCallback_ = std::move(cb); }
// Hit reaction callback — triggers victim animation (dodge, block, wound, crit wound)
enum class HitReaction : uint8_t { WOUND, CRIT_WOUND, DODGE, PARRY, BLOCK, SHIELD_BLOCK };
using HitReactionCallback = std::function<void(uint64_t victimGuid, HitReaction reaction)>;
void setHitReactionCallback(HitReactionCallback cb) { hitReactionCallback_ = std::move(cb); }
// Stun state callback — fires when UNIT_FLAG_STUNNED changes on the local player
using StunStateCallback = std::function<void(bool stunned)>;
void setStunStateCallback(StunStateCallback cb) { stunStateCallback_ = std::move(cb); }
// Stealth state callback — fires when UNIT_FLAG_SNEAKING changes on the local player
using StealthStateCallback = std::function<void(bool stealthed)>;
void setStealthStateCallback(StealthStateCallback cb) { stealthStateCallback_ = std::move(cb); }
// Player health changed callback — fires when local player HP changes
using PlayerHealthCallback = std::function<void(uint32_t health, uint32_t maxHealth)>;
void setPlayerHealthCallback(PlayerHealthCallback cb) { playerHealthCallback_ = std::move(cb); }
// NPC greeting callback (plays voice line when NPC is clicked)
using NpcGreetingCallback = std::function<void(uint64_t guid, const glm::vec3& position)>;
void setNpcGreetingCallback(NpcGreetingCallback cb) { npcGreetingCallback_ = std::move(cb); }
@ -1093,6 +1111,19 @@ public:
using GameObjectCustomAnimCallback = std::function<void(uint64_t guid, uint32_t animId)>;
void setGameObjectCustomAnimCallback(GameObjectCustomAnimCallback cb) { gameObjectCustomAnimCallback_ = std::move(cb); }
// GameObject state change callback (triggered when GAMEOBJECT_BYTES_1 updates — state byte changes)
// goState: 0=READY(closed), 1=OPEN, 2=DESTROYED
using GameObjectStateCallback = std::function<void(uint64_t guid, uint8_t goState)>;
void setGameObjectStateCallback(GameObjectStateCallback cb) { gameObjectStateCallback_ = std::move(cb); }
// Sprint aura callback — fired when sprint-type aura active state changes on player
using SprintAuraCallback = std::function<void(bool active)>;
void setSprintAuraCallback(SprintAuraCallback cb) { sprintAuraCallback_ = std::move(cb); }
// Vehicle state callback — fired when player enters/exits a vehicle
using VehicleStateCallback = std::function<void(bool entered, uint32_t vehicleId)>;
void setVehicleStateCallback(VehicleStateCallback cb) { vehicleStateCallback_ = std::move(cb); }
// Faction hostility map (populated from FactionTemplate.dbc by Application)
void setFactionHostileMap(std::unordered_map<uint32_t, bool> map) { factionHostileMap_ = std::move(map); }
@ -1806,6 +1837,10 @@ public:
using ItemLootCallback = std::function<void(uint32_t itemId, uint32_t count, uint32_t quality, const std::string& name)>;
void setItemLootCallback(ItemLootCallback cb) { itemLootCallback_ = std::move(cb); }
// Loot window open/close callback (for loot kneel animation)
using LootWindowCallback = std::function<void(bool open)>;
void setLootWindowCallback(LootWindowCallback cb) { lootWindowCallback_ = std::move(cb); }
// Quest turn-in completion callback
using QuestCompleteCallback = std::function<void(uint32_t questId, const std::string& questTitle)>;
void setQuestCompleteCallback(QuestCompleteCallback cb) { questCompleteCallback_ = std::move(cb); }
@ -2532,6 +2567,9 @@ private:
GameObjectMoveCallback gameObjectMoveCallback_;
GameObjectDespawnCallback gameObjectDespawnCallback_;
GameObjectCustomAnimCallback gameObjectCustomAnimCallback_;
GameObjectStateCallback gameObjectStateCallback_;
SprintAuraCallback sprintAuraCallback_;
VehicleStateCallback vehicleStateCallback_;
// Transport tracking
struct TransportAttachment {
@ -3111,6 +3149,10 @@ private:
UnitAnimHintCallback unitAnimHintCallback_;
UnitMoveFlagsCallback unitMoveFlagsCallback_;
NpcSwingCallback npcSwingCallback_;
HitReactionCallback hitReactionCallback_;
StunStateCallback stunStateCallback_;
StealthStateCallback stealthStateCallback_;
PlayerHealthCallback playerHealthCallback_;
NpcGreetingCallback npcGreetingCallback_;
NpcFarewellCallback npcFarewellCallback_;
NpcVendorCallback npcVendorCallback_;
@ -3210,6 +3252,9 @@ private:
// ---- Item loot callback ----
ItemLootCallback itemLootCallback_;
// ---- Loot window callback ----
LootWindowCallback lootWindowCallback_;
// ---- Quest completion callback ----
QuestCompleteCallback questCompleteCallback_;

View file

@ -28,6 +28,38 @@ enum class EquipSlot : uint8_t {
NUM_SLOTS // = 23
};
// WoW InventoryType field values (from ItemDisplayInfo / Item.dbc / CMSG_ITEM_QUERY)
// Used in ItemDef::inventoryType and equipment update packets.
namespace InvType {
constexpr uint8_t NON_EQUIP = 0; // Not equippable / unarmed
constexpr uint8_t HEAD = 1;
constexpr uint8_t NECK = 2;
constexpr uint8_t SHOULDERS = 3;
constexpr uint8_t SHIRT = 4;
constexpr uint8_t CHEST = 5; // Chest armor
constexpr uint8_t WAIST = 6;
constexpr uint8_t LEGS = 7;
constexpr uint8_t FEET = 8;
constexpr uint8_t WRISTS = 9;
constexpr uint8_t HANDS = 10;
constexpr uint8_t FINGER = 11; // Ring
constexpr uint8_t TRINKET = 12;
constexpr uint8_t ONE_HAND = 13; // One-handed weapon (sword, mace, dagger, fist)
constexpr uint8_t SHIELD = 14;
constexpr uint8_t RANGED_BOW = 15; // Bow
constexpr uint8_t BACK = 16; // Cloak
constexpr uint8_t TWO_HAND = 17; // Two-handed weapon (also polearm/staff by inventoryType alone)
constexpr uint8_t BAG = 18;
constexpr uint8_t TABARD = 19;
constexpr uint8_t ROBE = 20; // Chest (robe variant)
constexpr uint8_t MAIN_HAND = 21; // Main-hand only weapon
constexpr uint8_t OFF_HAND = 22; // Off-hand (held-in-off-hand items, not weapons)
constexpr uint8_t HOLDABLE = 23; // Off-hand holdable (books, orbs)
constexpr uint8_t AMMO = 24;
constexpr uint8_t THROWN = 25;
constexpr uint8_t RANGED_GUN = 26; // Gun / Crossbow / Wand
} // namespace InvType
struct ItemDef {
uint32_t itemId = 0;
std::string name;

View file

@ -300,5 +300,76 @@ inline const char* getSpellCastResultString(uint8_t result, int powerType = -1)
}
}
// ── SpellEffect — SMSG_SPELLLOGEXECUTE effectType field (3.3.5a) ──────────
// Full WoW enum has 164 entries; only values used in the codebase or commonly
// relevant are defined here. Values match SharedDefines.h SpellEffects enum.
namespace SpellEffect {
constexpr uint8_t NONE = 0;
constexpr uint8_t INSTAKILL = 1;
constexpr uint8_t SCHOOL_DAMAGE = 2;
constexpr uint8_t DUMMY = 3;
constexpr uint8_t TELEPORT_UNITS = 5;
constexpr uint8_t APPLY_AURA = 6;
constexpr uint8_t ENVIRONMENTAL_DAMAGE = 7;
constexpr uint8_t POWER_DRAIN = 10;
constexpr uint8_t HEALTH_LEECH = 11;
constexpr uint8_t HEAL = 12;
constexpr uint8_t WEAPON_DAMAGE_NOSCHOOL = 16;
constexpr uint8_t RESURRECT = 18;
constexpr uint8_t EXTRA_ATTACKS = 19;
constexpr uint8_t CREATE_ITEM = 24;
constexpr uint8_t WEAPON_DAMAGE = 25;
constexpr uint8_t INTERRUPT_CAST = 26;
constexpr uint8_t OPEN_LOCK = 27;
constexpr uint8_t APPLY_AREA_AURA_PARTY = 35;
constexpr uint8_t LEARN_SPELL = 36;
constexpr uint8_t DISPEL = 38;
constexpr uint8_t SUMMON = 40;
constexpr uint8_t ENERGIZE = 43;
constexpr uint8_t WEAPON_PERCENT_DAMAGE = 44;
constexpr uint8_t TRIGGER_SPELL = 45;
constexpr uint8_t FEED_PET = 49;
constexpr uint8_t DISMISS_PET = 50;
constexpr uint8_t ENCHANT_ITEM_PERM = 53;
constexpr uint8_t ENCHANT_ITEM_TEMP = 54;
constexpr uint8_t SUMMON_PET = 56;
constexpr uint8_t LEARN_PET_SPELL = 57;
constexpr uint8_t WEAPON_DAMAGE_PLUS = 58;
constexpr uint8_t CREATE_HOUSE = 60;
constexpr uint8_t DUEL = 62;
constexpr uint8_t QUEST_COMPLETE = 63;
constexpr uint8_t NORMALIZED_WEAPON_DMG = 75;
constexpr uint8_t OPEN_LOCK_ITEM = 79;
constexpr uint8_t APPLY_AREA_AURA_RAID = 81;
constexpr uint8_t ACTIVATE_RUNE = 92;
constexpr uint8_t KNOCK_BACK = 99;
constexpr uint8_t PULL = 100;
constexpr uint8_t DISPEL_MECHANIC = 108;
constexpr uint8_t RESURRECT_NEW = 113;
constexpr uint8_t CREATE_ITEM2 = 114;
constexpr uint8_t MILLING = 115;
constexpr uint8_t PROSPECTING = 118;
constexpr uint8_t CHARGE = 126;
constexpr uint8_t TITAN_GRIP = 155;
constexpr uint8_t TOTAL_SPELL_EFFECTS = 164;
} // namespace SpellEffect
// ── SpellMissInfo — SMSG_SPELLLOGMISS / SMSG_SPELL_GO miss type (3.3.5a) ─
namespace SpellMissInfo {
constexpr uint8_t NONE = 0; // Miss
constexpr uint8_t MISS = 0;
constexpr uint8_t DODGE = 1;
constexpr uint8_t PARRY = 2;
constexpr uint8_t BLOCK = 3;
constexpr uint8_t EVADE = 4;
constexpr uint8_t IMMUNE = 5;
constexpr uint8_t DEFLECT = 6;
constexpr uint8_t ABSORB = 7;
constexpr uint8_t RESIST = 8;
constexpr uint8_t IMMUNE2 = 9; // Second immunity flag
constexpr uint8_t IMMUNE3 = 10; // Third immunity flag
constexpr uint8_t REFLECT = 11;
} // namespace SpellMissInfo
} // namespace game
} // namespace wowee

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@ -34,6 +34,7 @@ enum class UF : uint16_t {
UNIT_FIELD_AURAS, // Start of aura spell ID array (48 consecutive uint32 slots, classic/vanilla only)
UNIT_FIELD_AURAFLAGS, // Aura flags packed 4-per-uint32 (12 uint32 slots); 0x01=cancelable,0x02=harmful,0x04=helpful
UNIT_NPC_FLAGS,
UNIT_NPC_EMOTESTATE, // Persistent NPC emote animation ID (uint32)
UNIT_DYNAMIC_FLAGS,
UNIT_FIELD_RESISTANCES, // Physical armor (index 0 of the resistance array)
UNIT_FIELD_STAT0, // Strength (effective base, includes items)
@ -84,6 +85,7 @@ enum class UF : uint16_t {
// GameObject fields
GAMEOBJECT_DISPLAYID,
GAMEOBJECT_BYTES_1,
// Item fields
ITEM_FIELD_STACK_COUNT,