Kelsidavis-WoWee/include/rendering/animation_controller.hpp
Paul e58f9b4b40 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
2026-04-04 23:02:53 +03:00

305 lines
15 KiB
C++

#pragma once
#include <cstdint>
#include <string>
#include <vector>
#include <glm/glm.hpp>
namespace wowee {
namespace audio { enum class FootstepSurface : uint8_t; }
namespace rendering {
class Renderer;
/// Ranged weapon type for animation selection (bow/gun/crossbow/thrown)
enum class RangedWeaponType : uint8_t { NONE = 0, BOW, GUN, CROSSBOW, THROWN };
// ============================================================================
// AnimationController — extracted from Renderer (§4.2)
//
// Owns the character locomotion state machine, mount animation state,
// emote system, footstep triggering, surface detection, melee combat
// animation, and activity SFX transition tracking.
// ============================================================================
class AnimationController {
public:
AnimationController();
~AnimationController();
void initialize(Renderer* renderer);
// ── Per-frame update hooks (called from Renderer::update) ──────────────
// Runs the character animation state machine (mounted + unmounted).
void updateCharacterAnimation();
// Processes animation-driven footstep events (player + mount).
void updateFootsteps(float deltaTime);
// Tracks state transitions for activity SFX (jump, landing, swim) and
// mount ambient sounds.
void updateSfxState(float deltaTime);
// Decrements melee swing timer / cooldown.
void updateMeleeTimers(float deltaTime);
// Store per-frame delta time (used inside animation state machine).
void setDeltaTime(float dt) { lastDeltaTime_ = dt; }
// ── Character follow ───────────────────────────────────────────────────
void onCharacterFollow(uint32_t instanceId);
// ── Emote support ──────────────────────────────────────────────────────
void playEmote(const std::string& emoteName);
void cancelEmote();
bool isEmoteActive() const { return emoteActive_; }
static std::string getEmoteText(const std::string& emoteName,
const std::string* targetName = nullptr);
static uint32_t getEmoteDbcId(const std::string& emoteName);
static std::string getEmoteTextByDbcId(uint32_t dbcId,
const std::string& senderName,
const std::string* targetName = nullptr);
static uint32_t getEmoteAnimByDbcId(uint32_t dbcId);
// ── Targeting / combat ─────────────────────────────────────────────────
void setTargetPosition(const glm::vec3* pos);
void setInCombat(bool combat) { inCombat_ = combat; }
bool isInCombat() const { return inCombat_; }
const glm::vec3* getTargetPosition() const { return targetPosition_; }
void resetCombatVisualState();
bool isMoving() const;
// ── Melee combat ───────────────────────────────────────────────────────
void triggerMeleeSwing();
/// inventoryType: WoW inventory type (0=unarmed, 13=1H, 17=2H, 21=main-hand, …)
/// is2HLoose: true for polearms/staves (use ATTACK_2H_LOOSE instead of ATTACK_2H)
void setEquippedWeaponType(uint32_t inventoryType, bool is2HLoose = false,
bool isFist = false, bool isDagger = false,
bool hasOffHand = false, bool hasShield = false) {
equippedWeaponInvType_ = inventoryType;
equippedIs2HLoose_ = is2HLoose;
equippedIsFist_ = isFist;
equippedIsDagger_ = isDagger;
equippedHasOffHand_ = hasOffHand;
equippedHasShield_ = hasShield;
meleeAnimId_ = 0; // Force re-resolve on next swing
}
/// Play a special attack animation for a melee ability (spellId → SPECIAL_1H/2H/SHIELD_BASH/WHIRLWIND)
void triggerSpecialAttack(uint32_t spellId);
// ── Sprint aura animation ────────────────────────────────────────────
void setSprintAuraActive(bool active) { sprintAuraActive_ = active; }
// ── Ranged combat ──────────────────────────────────────────────────────
void setEquippedRangedType(RangedWeaponType type) {
equippedRangedType_ = type;
rangedAnimId_ = 0; // Force re-resolve
}
/// Trigger a ranged shot animation (Auto Shot, Shoot, Throw)
void triggerRangedShot();
RangedWeaponType getEquippedRangedType() const { return equippedRangedType_; }
void setCharging(bool charging) { charging_ = charging; }
bool isCharging() const { return charging_; }
// ── Spell casting ──────────────────────────────────────────────────────
/// Enter spell cast animation sequence:
/// precastAnimId (one-shot wind-up) → castAnimId (looping hold) → finalizeAnimId (one-shot release)
/// Any phase can be 0 to skip it.
void startSpellCast(uint32_t precastAnimId, uint32_t castAnimId, bool castLoop,
uint32_t finalizeAnimId = 0);
/// Leave spell cast animation state → plays finalization anim then idle.
void stopSpellCast();
// ── Loot animation ─────────────────────────────────────────────────────
void startLooting();
void stopLooting();
// ── Hit reactions ──────────────────────────────────────────────────────
/// Play a one-shot hit reaction animation (wound, dodge, block, etc.)
/// on the player character. The state machine returns to the previous
/// state once the reaction animation finishes.
void triggerHitReaction(uint32_t animId);
// ── Crowd control ──────────────────────────────────────────────────────
/// Enter/exit stunned state (loops STUN animation until cleared).
void setStunned(bool stunned);
bool isStunned() const { return stunned_; }
// ── Health-based idle ──────────────────────────────────────────────────
/// When true, idle/combat-idle will prefer STAND_WOUND if the model has it.
void setLowHealth(bool low) { lowHealth_ = low; }
// ── Stand state (sit/sleep/kneel transitions) ──────────────────────────
// WoW UnitStandStateType constants
static constexpr uint8_t STAND_STATE_STAND = 0;
static constexpr uint8_t STAND_STATE_SIT = 1;
static constexpr uint8_t STAND_STATE_SIT_CHAIR = 2;
static constexpr uint8_t STAND_STATE_SLEEP = 3;
static constexpr uint8_t STAND_STATE_SIT_LOW = 4;
static constexpr uint8_t STAND_STATE_SIT_MED = 5;
static constexpr uint8_t STAND_STATE_SIT_HIGH = 6;
static constexpr uint8_t STAND_STATE_DEAD = 7;
static constexpr uint8_t STAND_STATE_KNEEL = 8;
static constexpr uint8_t STAND_STATE_SUBMERGED = 9;
void setStandState(uint8_t state);
// ── Stealth ────────────────────────────────────────────────────────────
/// When true, idle/walk/run use stealth animation variants.
void setStealthed(bool stealth);
// ── Effect triggers ────────────────────────────────────────────────────
void triggerLevelUpEffect(const glm::vec3& position);
void startChargeEffect(const glm::vec3& position, const glm::vec3& direction);
void emitChargeEffect(const glm::vec3& position, const glm::vec3& direction);
void stopChargeEffect();
// ── Mount ──────────────────────────────────────────────────────────────
void setMounted(uint32_t mountInstId, uint32_t mountDisplayId,
float heightOffset, const std::string& modelPath = "");
void setTaxiFlight(bool onTaxi) { taxiFlight_ = onTaxi; }
void setMountPitchRoll(float pitch, float roll) { mountPitch_ = pitch; mountRoll_ = roll; }
void clearMount();
bool isMounted() const { return mountInstanceId_ != 0; }
uint32_t getMountInstanceId() const { return mountInstanceId_; }
// ── Query helpers (used by Renderer) ───────────────────────────────────
bool isFootstepAnimationState() const;
float getMeleeSwingTimer() const { return meleeSwingTimer_; }
float getMountHeightOffset() const { return mountHeightOffset_; }
bool isTaxiFlight() const { return taxiFlight_; }
private:
Renderer* renderer_ = nullptr;
// Character animation state machine
enum class CharAnimState {
IDLE, WALK, RUN, JUMP_START, JUMP_MID, JUMP_END, SIT_DOWN, SITTING,
SIT_UP, EMOTE, SWIM_IDLE, SWIM, MELEE_SWING, MOUNT, CHARGE, COMBAT_IDLE,
SPELL_PRECAST, SPELL_CASTING, SPELL_FINALIZE, HIT_REACTION, STUNNED, LOOTING,
UNSHEATHE, SHEATHE, // Weapon draw/put-away one-shot transitions
RANGED_SHOOT, RANGED_LOAD // Ranged attack sequence: shoot → reload
};
CharAnimState charAnimState_ = CharAnimState::IDLE;
float locomotionStopGraceTimer_ = 0.0f;
bool locomotionWasSprinting_ = false;
uint32_t lastPlayerAnimRequest_ = UINT32_MAX;
bool lastPlayerAnimLoopRequest_ = true;
// Emote state
bool emoteActive_ = false;
uint32_t emoteAnimId_ = 0;
bool emoteLoop_ = false;
// Spell cast sequence state (PRECAST → CASTING → FINALIZE)
uint32_t spellPrecastAnimId_ = 0; // One-shot wind-up (phase 1)
uint32_t spellCastAnimId_ = 0; // Looping cast hold (phase 2)
uint32_t spellFinalizeAnimId_ = 0; // One-shot release (phase 3)
bool spellCastLoop_ = false;
// Hit reaction state
uint32_t hitReactionAnimId_ = 0;
// Crowd control
bool stunned_ = false;
// Health-based idle
bool lowHealth_ = false;
// Stand state (sit/sleep/kneel)
uint8_t standState_ = 0;
uint32_t sitDownAnim_ = 0; // Transition-in animation (one-shot)
uint32_t sitLoopAnim_ = 0; // Looping pose animation
uint32_t sitUpAnim_ = 0; // Transition-out animation (one-shot)
// Stealth
bool stealthed_ = false;
// Target facing
const glm::vec3* targetPosition_ = nullptr;
bool inCombat_ = false;
// Footstep event tracking (animation-driven)
uint32_t footstepLastAnimationId_ = 0;
float footstepLastNormTime_ = 0.0f;
bool footstepNormInitialized_ = false;
// Footstep surface cache (avoid expensive queries every step)
mutable audio::FootstepSurface cachedFootstepSurface_{};
mutable glm::vec3 cachedFootstepPosition_{0.0f, 0.0f, 0.0f};
mutable float cachedFootstepUpdateTimer_{999.0f};
// Mount footstep tracking (separate from player's)
uint32_t mountFootstepLastAnimId_ = 0;
float mountFootstepLastNormTime_ = 0.0f;
bool mountFootstepNormInitialized_ = false;
// SFX transition state
bool sfxStateInitialized_ = false;
bool sfxPrevGrounded_ = true;
bool sfxPrevJumping_ = false;
bool sfxPrevFalling_ = false;
bool sfxPrevSwimming_ = false;
// Melee combat
bool charging_ = false;
float meleeSwingTimer_ = 0.0f;
float meleeSwingCooldown_ = 0.0f;
float meleeAnimDurationMs_ = 0.0f;
uint32_t meleeAnimId_ = 0;
uint32_t specialAttackAnimId_ = 0; // Non-zero during special attack (overrides resolveMeleeAnimId)
uint32_t equippedWeaponInvType_ = 0;
bool equippedIs2HLoose_ = false; // Polearm or staff
bool equippedIsFist_ = false; // Fist weapon
bool equippedIsDagger_ = false; // Dagger (uses pierce variants)
bool equippedHasOffHand_ = false; // Has off-hand weapon (dual wield)
bool equippedHasShield_ = false; // Has shield equipped (for SHIELD_BASH)
bool meleeOffHandTurn_ = false; // Alternates main/off-hand swings
// Ranged weapon state
RangedWeaponType equippedRangedType_ = RangedWeaponType::NONE;
float rangedShootTimer_ = 0.0f; // Countdown for ranged attack animation
uint32_t rangedAnimId_ = 0; // Cached ranged attack animation
// Mount animation capabilities (discovered at mount time, varies per model)
struct MountAnimSet {
uint32_t jumpStart = 0; // Jump start animation
uint32_t jumpLoop = 0; // Jump airborne loop
uint32_t jumpEnd = 0; // Jump landing
uint32_t rearUp = 0; // Rear-up / special flourish
uint32_t run = 0; // Run animation (discovered, don't assume)
uint32_t stand = 0; // Stand animation (discovered)
// Flight animations (discovered from mount model)
uint32_t flyIdle = 0;
uint32_t flyForward = 0;
uint32_t flyBackwards = 0;
uint32_t flyLeft = 0;
uint32_t flyRight = 0;
uint32_t flyUp = 0;
uint32_t flyDown = 0;
std::vector<uint32_t> fidgets; // Idle fidget animations (head turn, tail swish, etc.)
};
enum class MountAction { None, Jump, RearUp };
uint32_t mountInstanceId_ = 0;
float mountHeightOffset_ = 0.0f;
float mountPitch_ = 0.0f; // Up/down tilt (radians)
float mountRoll_ = 0.0f; // Left/right banking (radians)
int mountSeatAttachmentId_ = -1; // -1 unknown, -2 unavailable
glm::vec3 smoothedMountSeatPos_ = glm::vec3(0.0f);
bool mountSeatSmoothingInit_ = false;
float prevMountYaw_ = 0.0f; // Previous yaw for turn rate calculation (procedural lean)
float lastDeltaTime_ = 0.0f; // Cached for use in updateCharacterAnimation()
MountAction mountAction_ = MountAction::None; // Current mount action (jump/rear-up)
uint32_t mountActionPhase_ = 0; // 0=start, 1=loop, 2=end (for jump chaining)
MountAnimSet mountAnims_; // Cached animation IDs for current mount
float mountIdleFidgetTimer_ = 0.0f; // Timer for random idle fidgets
float mountIdleSoundTimer_ = 0.0f; // Timer for ambient idle sounds
uint32_t mountActiveFidget_ = 0; // Currently playing fidget animation ID (0 = none)
bool taxiFlight_ = false;
bool taxiAnimsLogged_ = false;
bool sprintAuraActive_ = false; // Sprint/Dash aura active → use SPRINT anim
// Private animation helpers
bool shouldTriggerFootstepEvent(uint32_t animationId, float animationTimeMs, float animationDurationMs);
audio::FootstepSurface resolveFootstepSurface() const;
uint32_t resolveMeleeAnimId();
};
} // namespace rendering
} // namespace wowee