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https://github.com/Kelsidavis/WoWee.git
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46th open format — replaces AnimationData.dbc plus the hard-coded animation-id tables in M2 model loaders. Defines named animations (Stand, Walk, Run, Cast, Death, MountIdle, Fly, ...) with fallback chains, behavior tier (default / mounted / sitting / aerial / swimming), and weapon-flag bitmasks that select the correct animation variant when the model wields 1H / 2H / dual / bow / rifle / wand / etc. Cross-references with prior formats — fallbackId resolves within the same WANI catalog (graceful degradation when the requested animation is absent: Run falls back to Walk, Attack2H falls back to Attack1H). 10 weapon-flag constants + 6 behavior flags (Looped, BlendableCycle, Interruptable, MovementSync, OneShot, PreserveAtEnd). 5 behavior tiers. CLI: --gen-animations (5 essentials), --gen-animations-combat (8 weapon-typed attacks + parry + channel), --gen-animations-movement (6 locomotion anims with tier transitions). Validator catches id-uniqueness, fallback-self-loop, looped-without-duration, mutually-exclusive Looped+OneShot flags, weaponFlags=0 warning, and unresolved fallback warnings. Also extends --list-formats and --info-magic with WANI.
268 lines
8.8 KiB
C++
268 lines
8.8 KiB
C++
#include "pipeline/wowee_animations.hpp"
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#include <cstdio>
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#include <cstring>
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#include <fstream>
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namespace wowee {
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namespace pipeline {
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namespace {
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constexpr char kMagic[4] = {'W', 'A', 'N', 'I'};
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constexpr uint32_t kVersion = 1;
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template <typename T>
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void writePOD(std::ofstream& os, const T& v) {
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os.write(reinterpret_cast<const char*>(&v), sizeof(T));
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}
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template <typename T>
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bool readPOD(std::ifstream& is, T& v) {
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is.read(reinterpret_cast<char*>(&v), sizeof(T));
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return is.gcount() == static_cast<std::streamsize>(sizeof(T));
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}
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void writeStr(std::ofstream& os, const std::string& s) {
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uint32_t n = static_cast<uint32_t>(s.size());
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writePOD(os, n);
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if (n > 0) os.write(s.data(), n);
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}
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bool readStr(std::ifstream& is, std::string& s) {
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uint32_t n = 0;
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if (!readPOD(is, n)) return false;
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if (n > (1u << 20)) return false;
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s.resize(n);
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if (n > 0) {
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is.read(s.data(), n);
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if (is.gcount() != static_cast<std::streamsize>(n)) {
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s.clear();
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return false;
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}
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}
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return true;
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}
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std::string normalizePath(std::string base) {
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if (base.size() < 5 || base.substr(base.size() - 5) != ".wani") {
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base += ".wani";
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}
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return base;
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}
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} // namespace
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const WoweeAnimation::Entry*
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WoweeAnimation::findById(uint32_t animationId) const {
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for (const auto& e : entries)
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if (e.animationId == animationId) return &e;
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return nullptr;
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}
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const char* WoweeAnimation::behaviorTierName(uint8_t t) {
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switch (t) {
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case Default: return "default";
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case Mounted: return "mounted";
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case Sitting: return "sitting";
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case Aerial: return "aerial";
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case Swimming: return "swimming";
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default: return "unknown";
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}
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}
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bool WoweeAnimationLoader::save(const WoweeAnimation& cat,
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const std::string& basePath) {
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std::ofstream os(normalizePath(basePath), std::ios::binary);
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if (!os) return false;
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os.write(kMagic, 4);
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writePOD(os, kVersion);
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writeStr(os, cat.name);
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uint32_t entryCount = static_cast<uint32_t>(cat.entries.size());
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writePOD(os, entryCount);
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for (const auto& e : cat.entries) {
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writePOD(os, e.animationId);
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writeStr(os, e.name);
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writeStr(os, e.description);
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writePOD(os, e.fallbackId);
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writePOD(os, e.behaviorId);
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writePOD(os, e.behaviorTier);
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uint8_t pad[3] = {0, 0, 0};
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os.write(reinterpret_cast<const char*>(pad), 3);
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writePOD(os, e.flags);
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writePOD(os, e.weaponFlags);
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writePOD(os, e.loopDurationMs);
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}
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return os.good();
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}
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WoweeAnimation WoweeAnimationLoader::load(const std::string& basePath) {
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WoweeAnimation out;
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std::ifstream is(normalizePath(basePath), std::ios::binary);
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if (!is) return out;
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char magic[4];
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is.read(magic, 4);
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if (std::memcmp(magic, kMagic, 4) != 0) return out;
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uint32_t version = 0;
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if (!readPOD(is, version) || version != kVersion) return out;
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if (!readStr(is, out.name)) return out;
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uint32_t entryCount = 0;
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if (!readPOD(is, entryCount)) return out;
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if (entryCount > (1u << 20)) return out;
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out.entries.resize(entryCount);
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for (auto& e : out.entries) {
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if (!readPOD(is, e.animationId)) {
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out.entries.clear(); return out;
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}
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if (!readStr(is, e.name) || !readStr(is, e.description)) {
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out.entries.clear(); return out;
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}
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if (!readPOD(is, e.fallbackId) ||
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!readPOD(is, e.behaviorId) ||
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!readPOD(is, e.behaviorTier)) {
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out.entries.clear(); return out;
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}
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uint8_t pad[3];
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is.read(reinterpret_cast<char*>(pad), 3);
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if (is.gcount() != 3) { out.entries.clear(); return out; }
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if (!readPOD(is, e.flags) ||
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!readPOD(is, e.weaponFlags) ||
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!readPOD(is, e.loopDurationMs)) {
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out.entries.clear(); return out;
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}
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}
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return out;
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}
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bool WoweeAnimationLoader::exists(const std::string& basePath) {
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std::ifstream is(normalizePath(basePath), std::ios::binary);
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return is.good();
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}
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WoweeAnimation WoweeAnimationLoader::makeStarter(const std::string& catalogName) {
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WoweeAnimation c;
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c.name = catalogName;
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auto add = [&](uint32_t id, const char* name, uint32_t fallback,
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uint32_t flags, uint32_t durMs, const char* desc) {
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WoweeAnimation::Entry e;
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e.animationId = id; e.name = name; e.description = desc;
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e.fallbackId = fallback;
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e.flags = flags;
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e.loopDurationMs = durMs;
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e.behaviorTier = WoweeAnimation::Default;
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c.entries.push_back(e);
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};
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// Animation IDs match the canonical WoW table.
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add(0, "Stand", 0,
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WoweeAnimation::kFlagLooped |
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WoweeAnimation::kFlagBlendableCycle, 2000,
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"Idle stance — looping default.");
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add(4, "Walk", 0, // fall back to Stand
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WoweeAnimation::kFlagLooped |
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WoweeAnimation::kFlagMovementSync, 1000,
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"Slow walk cycle — synced to movement speed.");
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add(5, "Run", 4, // fall back to Walk
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WoweeAnimation::kFlagLooped |
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WoweeAnimation::kFlagMovementSync, 800,
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"Run cycle — synced to movement speed.");
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add(1, "Death", 0,
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WoweeAnimation::kFlagOneShot |
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WoweeAnimation::kFlagPreserveAtEnd, 2500,
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"Death animation — pose preserved at end.");
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add(17, "AttackUnarmed", 0,
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WoweeAnimation::kFlagOneShot |
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WoweeAnimation::kFlagInterruptable, 1500,
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"Bare-handed melee swing.");
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return c;
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}
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WoweeAnimation WoweeAnimationLoader::makeCombat(const std::string& catalogName) {
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WoweeAnimation c;
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c.name = catalogName;
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auto add = [&](uint32_t id, const char* name, uint32_t fallback,
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uint32_t weaponFlags, uint32_t durMs,
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const char* desc) {
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WoweeAnimation::Entry e;
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e.animationId = id; e.name = name; e.description = desc;
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e.fallbackId = fallback;
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e.flags = WoweeAnimation::kFlagOneShot |
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WoweeAnimation::kFlagInterruptable;
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e.weaponFlags = weaponFlags;
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e.loopDurationMs = durMs;
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c.entries.push_back(e);
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};
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add(17, "Attack1H", 0,
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WoweeAnimation::kWeapon1HMelee, 1500,
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"1H melee swing.");
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add(18, "Attack2H", 17, // fall back to Attack1H
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WoweeAnimation::kWeapon2HMelee, 2000,
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"2H melee swing — slower wind-up.");
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add(19, "AttackDualWield", 17,
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WoweeAnimation::kWeaponDualWield, 1200,
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"Dual-wield alternating swings.");
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add(40, "AttackBow", 0,
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WoweeAnimation::kWeaponBow, 1800,
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"Bow draw + release.");
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add(41, "AttackRifle", 40,
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WoweeAnimation::kWeaponRifle, 1500,
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"Rifle shoulder + fire.");
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add(46, "AttackThrown", 0,
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WoweeAnimation::kWeaponAny, 1000,
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"Thrown weapon over-arm release.");
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add(53, "Parry", 0,
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WoweeAnimation::kWeapon1HMelee |
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WoweeAnimation::kWeapon2HMelee, 600,
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"Defensive weapon parry.");
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add(54, "ChannelCast", 0,
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WoweeAnimation::kWeaponAny, 3000,
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"Channeled spell cast — looping arms-out.");
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return c;
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}
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WoweeAnimation WoweeAnimationLoader::makeMovement(const std::string& catalogName) {
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WoweeAnimation c;
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c.name = catalogName;
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auto add = [&](uint32_t id, const char* name, uint32_t fallback,
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uint8_t tier, uint32_t flags, uint32_t durMs,
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const char* desc) {
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WoweeAnimation::Entry e;
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e.animationId = id; e.name = name; e.description = desc;
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e.fallbackId = fallback;
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e.behaviorTier = tier;
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e.flags = flags;
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e.loopDurationMs = durMs;
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c.entries.push_back(e);
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};
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add(4, "Walk", 0,
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WoweeAnimation::Default,
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WoweeAnimation::kFlagLooped |
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WoweeAnimation::kFlagMovementSync, 1000,
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"Walk cycle (default tier).");
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add(5, "Run", 4,
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WoweeAnimation::Default,
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WoweeAnimation::kFlagLooped |
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WoweeAnimation::kFlagMovementSync, 800,
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"Run cycle.");
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add(7, "Sprint", 5,
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WoweeAnimation::Default,
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WoweeAnimation::kFlagLooped, 600,
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"Sprint — boosted run.");
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add(8, "Swim", 4,
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WoweeAnimation::Swimming,
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WoweeAnimation::kFlagLooped |
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WoweeAnimation::kFlagMovementSync, 1200,
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"Underwater swim cycle.");
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add(91, "MountIdle", 0,
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WoweeAnimation::Mounted,
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WoweeAnimation::kFlagLooped, 2500,
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"Sitting on a mount, holding the reins.");
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add(132, "Fly", 5,
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WoweeAnimation::Aerial,
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WoweeAnimation::kFlagLooped |
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WoweeAnimation::kFlagMovementSync, 1000,
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"Flying with wings extended.");
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return c;
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}
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} // namespace pipeline
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} // namespace wowee
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