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feat(animation): 452 named constants, 30-phase character animation state machine
Add animation_ids.hpp/cpp with all 452 WoW animation ID constants (anim::STAND, anim::RUN, anim::FIRE_BOW, ... anim::FLY_BACKWARDS, etc.), nameFromId() O(1) lookup, and flyVariant() compact 218-element ground→FLY_* resolver. Expand AnimationController into a full state machine with 20+ named states: spell cast (directed→omni→cast fallback chain, instant one-shot release), hit reactions (WOUND/CRIT/DODGE/BLOCK/SHIELD_BLOCK), stun, wounded idle, stealth animation substitution, loot, fishing channel, sit/sleep/kneel down→loop→up transitions, sheathe/unsheathe combat enter/exit, ranged weapons (BOW/GUN/CROSSBOW/THROWN with reload states), game object OPEN/CLOSE/DESTROY, vehicle enter/exit, mount flight directionals (FLY_LEFT/RIGHT/UP/DOWN/BACKWARDS), emote state variants, off-hand/pierce/dual-wield alternation, NPC birth/spawn/drown/rise, sprint aura override, totem idle, NPC greeting/farewell. Add spell_defines.hpp with SpellEffect (~45 constants) and SpellMissInfo (12 constants) namespaces; replace all magic numbers in spell_handler.cpp. Add GAMEOBJECT_BYTES_1 to update field table (all 4 expansion JSONs) and wire GameObjectStateCallback. Add DBC cross-validation on world entry. Expand tools/_ANIM_NAMES from ~35 to 452 entries in m2_viewer.py and asset_pipeline_gui.py. Add tests/test_animation_ids.cpp. Bug fixes included: - Stand state 1 was animating READY_2H(27) — fixed to SITTING(97) - Spell casts ended freeze-frame — add one-shot release animation - NPC 2H swing probe chain missing ATTACK_2H_LOOSE (polearm/staff) - Chair sits (states 2/4/5/6) incorrectly played floor-sit transition - STOP(3) used for all spell casts — replaced with model-aware chain
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59 changed files with 3903 additions and 483 deletions
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@ -300,5 +300,76 @@ inline const char* getSpellCastResultString(uint8_t result, int powerType = -1)
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}
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}
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// ── SpellEffect — SMSG_SPELLLOGEXECUTE effectType field (3.3.5a) ──────────
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// Full WoW enum has 164 entries; only values used in the codebase or commonly
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// relevant are defined here. Values match SharedDefines.h SpellEffects enum.
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namespace SpellEffect {
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constexpr uint8_t NONE = 0;
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constexpr uint8_t INSTAKILL = 1;
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constexpr uint8_t SCHOOL_DAMAGE = 2;
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constexpr uint8_t DUMMY = 3;
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constexpr uint8_t TELEPORT_UNITS = 5;
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constexpr uint8_t APPLY_AURA = 6;
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constexpr uint8_t ENVIRONMENTAL_DAMAGE = 7;
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constexpr uint8_t POWER_DRAIN = 10;
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constexpr uint8_t HEALTH_LEECH = 11;
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constexpr uint8_t HEAL = 12;
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constexpr uint8_t WEAPON_DAMAGE_NOSCHOOL = 16;
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constexpr uint8_t RESURRECT = 18;
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constexpr uint8_t EXTRA_ATTACKS = 19;
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constexpr uint8_t CREATE_ITEM = 24;
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constexpr uint8_t WEAPON_DAMAGE = 25;
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constexpr uint8_t INTERRUPT_CAST = 26;
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constexpr uint8_t OPEN_LOCK = 27;
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constexpr uint8_t APPLY_AREA_AURA_PARTY = 35;
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constexpr uint8_t LEARN_SPELL = 36;
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constexpr uint8_t DISPEL = 38;
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constexpr uint8_t SUMMON = 40;
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constexpr uint8_t ENERGIZE = 43;
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constexpr uint8_t WEAPON_PERCENT_DAMAGE = 44;
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constexpr uint8_t TRIGGER_SPELL = 45;
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constexpr uint8_t FEED_PET = 49;
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constexpr uint8_t DISMISS_PET = 50;
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constexpr uint8_t ENCHANT_ITEM_PERM = 53;
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constexpr uint8_t ENCHANT_ITEM_TEMP = 54;
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constexpr uint8_t SUMMON_PET = 56;
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constexpr uint8_t LEARN_PET_SPELL = 57;
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constexpr uint8_t WEAPON_DAMAGE_PLUS = 58;
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constexpr uint8_t CREATE_HOUSE = 60;
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constexpr uint8_t DUEL = 62;
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constexpr uint8_t QUEST_COMPLETE = 63;
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constexpr uint8_t NORMALIZED_WEAPON_DMG = 75;
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constexpr uint8_t OPEN_LOCK_ITEM = 79;
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constexpr uint8_t APPLY_AREA_AURA_RAID = 81;
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constexpr uint8_t ACTIVATE_RUNE = 92;
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constexpr uint8_t KNOCK_BACK = 99;
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constexpr uint8_t PULL = 100;
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constexpr uint8_t DISPEL_MECHANIC = 108;
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constexpr uint8_t RESURRECT_NEW = 113;
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constexpr uint8_t CREATE_ITEM2 = 114;
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constexpr uint8_t MILLING = 115;
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constexpr uint8_t PROSPECTING = 118;
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constexpr uint8_t CHARGE = 126;
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constexpr uint8_t TITAN_GRIP = 155;
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constexpr uint8_t TOTAL_SPELL_EFFECTS = 164;
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} // namespace SpellEffect
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// ── SpellMissInfo — SMSG_SPELLLOGMISS / SMSG_SPELL_GO miss type (3.3.5a) ─
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namespace SpellMissInfo {
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constexpr uint8_t NONE = 0; // Miss
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constexpr uint8_t MISS = 0;
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constexpr uint8_t DODGE = 1;
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constexpr uint8_t PARRY = 2;
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constexpr uint8_t BLOCK = 3;
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constexpr uint8_t EVADE = 4;
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constexpr uint8_t IMMUNE = 5;
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constexpr uint8_t DEFLECT = 6;
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constexpr uint8_t ABSORB = 7;
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constexpr uint8_t RESIST = 8;
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constexpr uint8_t IMMUNE2 = 9; // Second immunity flag
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constexpr uint8_t IMMUNE3 = 10; // Third immunity flag
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constexpr uint8_t REFLECT = 11;
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} // namespace SpellMissInfo
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} // namespace game
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} // namespace wowee
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