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

@ -4212,6 +4212,37 @@ void M2Renderer::setInstanceAnimationFrozen(uint32_t instanceId, bool frozen) {
}
}
void M2Renderer::setInstanceAnimation(uint32_t instanceId, uint32_t animationId, bool loop) {
auto idxIt = instanceIndexById.find(instanceId);
if (idxIt == instanceIndexById.end()) return;
auto& inst = instances[idxIt->second];
if (!inst.cachedModel) return;
const auto& seqs = inst.cachedModel->sequences;
// Find the first sequence matching the requested animation ID
for (int i = 0; i < static_cast<int>(seqs.size()); ++i) {
if (seqs[i].id == animationId) {
inst.currentSequenceIndex = i;
inst.animDuration = static_cast<float>(seqs[i].duration);
inst.animTime = 0.0f;
inst.animSpeed = 1.0f;
// Use playingVariation=true for one-shot (returns to idle when done)
inst.playingVariation = !loop;
return;
}
}
}
bool M2Renderer::hasAnimation(uint32_t instanceId, uint32_t animationId) const {
auto idxIt = instanceIndexById.find(instanceId);
if (idxIt == instanceIndexById.end()) return false;
const auto& inst = instances[idxIt->second];
if (!inst.cachedModel) return false;
for (const auto& seq : inst.cachedModel->sequences) {
if (seq.id == animationId) return true;
}
return false;
}
float M2Renderer::getInstanceAnimDuration(uint32_t instanceId) const {
auto idxIt = instanceIndexById.find(instanceId);
if (idxIt == instanceIndexById.end()) return 0.0f;