2026-03-31 22:01:55 +03:00
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#include "core/entity_spawner.hpp"
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#include "core/coordinates.hpp"
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#include "core/logger.hpp"
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#include "rendering/renderer.hpp"
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#include "rendering/vk_context.hpp"
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#include "rendering/character_renderer.hpp"
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#include "rendering/wmo_renderer.hpp"
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#include "rendering/m2_renderer.hpp"
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#include "audio/npc_voice_manager.hpp"
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#include "pipeline/m2_loader.hpp"
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#include "pipeline/wmo_loader.hpp"
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2026-04-05 12:27:35 +03:00
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#include "rendering/animation/animation_ids.hpp"
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2026-03-31 22:01:55 +03:00
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#include "pipeline/dbc_loader.hpp"
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#include "pipeline/asset_manager.hpp"
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#include "pipeline/dbc_layout.hpp"
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#include "game/game_handler.hpp"
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#include "game/game_services.hpp"
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#include "game/transport_manager.hpp"
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#include <cmath>
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#include <algorithm>
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#include <cctype>
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#include <sstream>
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#include <cstring>
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namespace wowee {
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namespace core {
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namespace {
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// Default (bare) geoset IDs per equipment group.
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// Each group's base is groupNumber * 100; variant 01 is typically bare/default.
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constexpr uint16_t kGeosetDefaultConnector = 101; // Group 1: default hair connector
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constexpr uint16_t kGeosetBareForearms = 401; // Group 4: no gloves
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constexpr uint16_t kGeosetBareShins = 503; // Group 5: no boots
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constexpr uint16_t kGeosetDefaultEars = 702; // Group 7: ears
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constexpr uint16_t kGeosetBareSleeves = 801; // Group 8: no chest armor sleeves
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constexpr uint16_t kGeosetDefaultKneepads = 902; // Group 9: kneepads
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constexpr uint16_t kGeosetDefaultTabard = 1201; // Group 12: tabard base
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constexpr uint16_t kGeosetBarePants = 1301; // Group 13: no leggings
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constexpr uint16_t kGeosetNoCape = 1501; // Group 15: no cape
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constexpr uint16_t kGeosetWithCape = 1502; // Group 15: with cape
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constexpr uint16_t kGeosetBareFeet = 2002; // Group 20: bare feet
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} // namespace
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// --- Constructor / Destructor ---
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EntitySpawner::EntitySpawner(rendering::Renderer* renderer,
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pipeline::AssetManager* assetManager,
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game::GameHandler* gameHandler,
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pipeline::DBCLayout* dbcLayout,
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game::GameServices* gameServices)
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: renderer_(renderer)
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, assetManager_(assetManager)
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, gameHandler_(gameHandler)
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, dbcLayout_(dbcLayout)
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, gameServices_(gameServices)
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{
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}
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EntitySpawner::~EntitySpawner() = default;
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// --- Lifecycle ---
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void EntitySpawner::initialize() {
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buildCharSectionsCache();
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buildCreatureDisplayLookups();
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buildGameObjectDisplayLookups();
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}
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void EntitySpawner::update() {
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processPlayerSpawnQueue();
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processCreatureSpawnQueue();
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processAsyncNpcCompositeResults();
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processDeferredEquipmentQueue();
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processGameObjectSpawnQueue();
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processPendingTransportRegistrations();
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processPendingTransportDoodads();
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processPendingMount();
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}
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void EntitySpawner::shutdown() {
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clearAllQueues();
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// Clear all instances
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creatureInstances_.clear();
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creatureModelIds_.clear();
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creatureRenderPosCache_.clear();
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creatureWasMoving_.clear();
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creatureWasSwimming_.clear();
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creatureWasFlying_.clear();
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creatureWasWalking_.clear();
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creatureSwimmingState_.clear();
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creatureWalkingState_.clear();
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creatureFlyingState_.clear();
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creatureWeaponsAttached_.clear();
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creatureWeaponAttachAttempts_.clear();
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playerInstances_.clear();
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onlinePlayerAppearance_.clear();
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gameObjectInstances_.clear();
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}
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void EntitySpawner::resetAllState() {
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// Wait for in-flight async loads before clearing state
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for (auto& load : asyncCreatureLoads_) {
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if (load.future.valid()) load.future.wait();
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}
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// Despawn all entities (renderer cleanup)
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despawnAllCreatures();
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despawnAllPlayers();
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despawnAllGameObjects();
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clearMountState();
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// Clear all queues and async loads
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clearAllQueues();
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// Clear all instance tracking
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creatureInstances_.clear();
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creatureModelIds_.clear();
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creatureRenderPosCache_.clear();
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playerInstances_.clear();
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onlinePlayerAppearance_.clear();
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gameObjectInstances_.clear();
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// Clear animation state maps
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creatureWasMoving_.clear();
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creatureWasSwimming_.clear();
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creatureWasFlying_.clear();
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creatureWasWalking_.clear();
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creatureSwimmingState_.clear();
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creatureWalkingState_.clear();
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creatureFlyingState_.clear();
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creatureWeaponsAttached_.clear();
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creatureWeaponAttachAttempts_.clear();
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modelIdIsWolfLike_.clear();
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// Clear display/spawn caches
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nonRenderableCreatureDisplayIds_.clear();
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displayIdTexturesApplied_.clear();
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charSectionsCache_.clear();
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charSectionsCacheBuilt_ = false;
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// Clear GO display caches
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gameObjectDisplayIdModelCache_.clear();
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gameObjectDisplayIdWmoCache_.clear();
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gameObjectDisplayIdFailedCache_.clear();
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}
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void EntitySpawner::rebuildLookups() {
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creatureLookupsBuilt_ = false;
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displayDataMap_.clear();
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humanoidExtraMap_.clear();
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creatureModelIds_.clear();
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creatureRenderPosCache_.clear();
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nonRenderableCreatureDisplayIds_.clear();
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initialize();
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}
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bool EntitySpawner::hasWorkPending() const {
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return !pendingCreatureSpawns_.empty() || !asyncCreatureLoads_.empty() ||
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!asyncNpcCompositeLoads_.empty() || !pendingPlayerSpawns_.empty() ||
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!asyncEquipmentLoads_.empty() || !deferredEquipmentQueue_.empty() ||
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!pendingGameObjectSpawns_.empty() || !asyncGameObjectLoads_.empty();
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}
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void EntitySpawner::clearMountState() {
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if (mountInstanceId_ != 0 && renderer_) {
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if (auto* charRenderer = renderer_->getCharacterRenderer()) {
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charRenderer->removeInstance(mountInstanceId_);
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}
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}
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mountInstanceId_ = 0;
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mountModelId_ = 0;
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pendingMountDisplayId_ = 0;
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}
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void EntitySpawner::queueTransportRegistration(uint64_t guid, uint32_t entry, uint32_t displayId,
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float x, float y, float z, float orientation) {
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pendingTransportRegistrations_.push_back({guid, entry, displayId, x, y, z, orientation});
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}
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void EntitySpawner::setTransportPendingMove(uint64_t guid, float x, float y, float z, float orientation) {
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pendingTransportMoves_[guid] = {x, y, z, orientation};
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}
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bool EntitySpawner::hasTransportRegistrationPending(uint64_t guid) const {
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return std::any_of(pendingTransportRegistrations_.begin(), pendingTransportRegistrations_.end(),
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[guid](const PendingTransportRegistration& reg) { return reg.guid == guid; });
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}
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void EntitySpawner::updateTransportRegistration(uint64_t guid, uint32_t displayId,
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float x, float y, float z, float orientation) {
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for (auto& reg : pendingTransportRegistrations_) {
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if (reg.guid == guid) {
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reg.displayId = displayId;
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reg.x = x; reg.y = y; reg.z = z; reg.orientation = orientation;
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return;
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}
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}
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}
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// --- Queue API ---
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void EntitySpawner::queueCreatureSpawn(uint64_t guid, uint32_t displayId,
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float x, float y, float z, float orientation, float scale) {
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if (creatureInstances_.count(guid)) return;
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if (pendingCreatureSpawnGuids_.count(guid)) return;
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pendingCreatureSpawns_.push_back({guid, displayId, x, y, z, orientation, scale});
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pendingCreatureSpawnGuids_.insert(guid);
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}
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void EntitySpawner::queuePlayerSpawn(uint64_t guid, uint8_t raceId, uint8_t genderId,
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uint32_t appearanceBytes, uint8_t facialFeatures,
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float x, float y, float z, float orientation) {
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if (playerInstances_.count(guid)) return;
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if (pendingPlayerSpawnGuids_.count(guid)) return;
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pendingPlayerSpawns_.push_back({guid, raceId, genderId, appearanceBytes, facialFeatures, x, y, z, orientation});
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pendingPlayerSpawnGuids_.insert(guid);
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}
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void EntitySpawner::queueGameObjectSpawn(uint64_t guid, uint32_t entry, uint32_t displayId,
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float x, float y, float z, float orientation, float scale) {
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pendingGameObjectSpawns_.push_back({guid, entry, displayId, x, y, z, orientation, scale});
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}
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void EntitySpawner::queuePlayerEquipment(uint64_t guid,
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const std::array<uint32_t, 19>& displayInfoIds,
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const std::array<uint8_t, 19>& inventoryTypes) {
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deferredEquipmentQueue_.push_back({guid, {displayInfoIds, inventoryTypes}});
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}
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// --- Immediate despawn wrappers ---
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void EntitySpawner::clearAllQueues() {
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pendingCreatureSpawns_.clear();
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pendingCreatureSpawnGuids_.clear();
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creatureSpawnRetryCounts_.clear();
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creaturePermanentFailureGuids_.clear();
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deadCreatureGuids_.clear();
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pendingPlayerSpawns_.clear();
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pendingPlayerSpawnGuids_.clear();
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pendingOnlinePlayerEquipment_.clear();
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deferredEquipmentQueue_.clear();
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pendingGameObjectSpawns_.clear();
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pendingTransportRegistrations_.clear();
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pendingTransportMoves_.clear();
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pendingTransportDoodadBatches_.clear();
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asyncCreatureLoads_.clear();
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asyncCreatureDisplayLoads_.clear();
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asyncEquipmentLoads_.clear();
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asyncNpcCompositeLoads_.clear();
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asyncGameObjectLoads_.clear();
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}
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void EntitySpawner::despawnAllCreatures() {
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std::vector<uint64_t> guids;
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guids.reserve(creatureInstances_.size());
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for (const auto& [g, _] : creatureInstances_) guids.push_back(g);
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for (auto g : guids) despawnCreature(g);
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}
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void EntitySpawner::despawnAllPlayers() {
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std::vector<uint64_t> guids;
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guids.reserve(playerInstances_.size());
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for (const auto& [g, _] : playerInstances_) guids.push_back(g);
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for (auto g : guids) despawnPlayer(g);
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}
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void EntitySpawner::despawnAllGameObjects() {
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std::vector<uint64_t> guids;
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guids.reserve(gameObjectInstances_.size());
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for (const auto& [g, _] : gameObjectInstances_) guids.push_back(g);
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for (auto g : guids) despawnGameObject(g);
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}
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// --- Methods extracted from Application (with comments preserved) ---
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bool EntitySpawner::tryAttachCreatureVirtualWeapons(uint64_t guid, uint32_t instanceId) {
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if (!renderer_ || !renderer_->getCharacterRenderer() || !assetManager_ || !gameHandler_) return false;
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|
|
|
auto* charRenderer = renderer_->getCharacterRenderer();
|
|
|
|
|
|
if (!charRenderer) return false;
|
|
|
|
|
|
|
|
|
|
|
|
auto entity = gameHandler_->getEntityManager().getEntity(guid);
|
|
|
|
|
|
if (!entity || entity->getType() != game::ObjectType::UNIT) return false;
|
|
|
|
|
|
auto unit = std::static_pointer_cast<game::Unit>(entity);
|
|
|
|
|
|
if (!unit) return false;
|
|
|
|
|
|
|
|
|
|
|
|
// Virtual weapons are only appropriate for humanoid-style displays.
|
|
|
|
|
|
// Non-humanoids (wolves/boars/etc.) can expose non-zero virtual item fields
|
|
|
|
|
|
// and otherwise end up with comedic floating weapons.
|
|
|
|
|
|
uint32_t displayId = unit->getDisplayId();
|
|
|
|
|
|
auto dIt = displayDataMap_.find(displayId);
|
|
|
|
|
|
if (dIt == displayDataMap_.end()) return false;
|
|
|
|
|
|
uint32_t extraDisplayId = dIt->second.extraDisplayId;
|
|
|
|
|
|
if (extraDisplayId == 0 || humanoidExtraMap_.find(extraDisplayId) == humanoidExtraMap_.end()) {
|
|
|
|
|
|
return false;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
auto itemDisplayDbc = assetManager_->loadDBC("ItemDisplayInfo.dbc");
|
|
|
|
|
|
if (!itemDisplayDbc) return false;
|
|
|
|
|
|
// Item.dbc is not distributed to clients in Vanilla 1.12; on those expansions
|
|
|
|
|
|
// item display IDs are resolved via the server-sent item cache instead.
|
|
|
|
|
|
auto itemDbc = assetManager_->loadDBCOptional("Item.dbc");
|
|
|
|
|
|
const auto* idiL = pipeline::getActiveDBCLayout()
|
|
|
|
|
|
? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr;
|
|
|
|
|
|
const auto* itemL = pipeline::getActiveDBCLayout()
|
|
|
|
|
|
? pipeline::getActiveDBCLayout()->getLayout("Item") : nullptr;
|
|
|
|
|
|
|
|
|
|
|
|
auto resolveDisplayInfoId = [&](uint32_t rawId) -> uint32_t {
|
|
|
|
|
|
if (rawId == 0) return 0;
|
|
|
|
|
|
// Primary path: AzerothCore uses item entries in UNIT_VIRTUAL_ITEM_SLOT_ID.
|
|
|
|
|
|
// Resolve strictly through Item.dbc entry -> DisplayID to avoid
|
|
|
|
|
|
// accidental ItemDisplayInfo ID collisions (staff/hilt mismatches).
|
|
|
|
|
|
if (itemDbc) {
|
|
|
|
|
|
int32_t itemRec = itemDbc->findRecordById(rawId); // treat as item entry
|
|
|
|
|
|
if (itemRec >= 0) {
|
|
|
|
|
|
const uint32_t dispFieldPrimary = itemL ? (*itemL)["DisplayID"] : 5u;
|
|
|
|
|
|
uint32_t displayIdA = itemDbc->getUInt32(static_cast<uint32_t>(itemRec), dispFieldPrimary);
|
|
|
|
|
|
if (displayIdA != 0 && itemDisplayDbc->findRecordById(displayIdA) >= 0) {
|
|
|
|
|
|
return displayIdA;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
// Fallback: Vanilla 1.12 does not distribute Item.dbc to clients.
|
|
|
|
|
|
// Items arrive via SMSG_ITEM_QUERY_SINGLE_RESPONSE and are cached in
|
|
|
|
|
|
// itemInfoCache_. Use the server-sent displayInfoId when available.
|
|
|
|
|
|
if (!itemDbc && gameHandler_) {
|
|
|
|
|
|
if (const auto* info = gameHandler_->getItemInfo(rawId)) {
|
|
|
|
|
|
uint32_t displayIdB = info->displayInfoId;
|
|
|
|
|
|
if (displayIdB != 0 && itemDisplayDbc->findRecordById(displayIdB) >= 0) {
|
|
|
|
|
|
return displayIdB;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
return 0;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
auto attachNpcWeaponDisplay = [&](uint32_t itemDisplayId, uint32_t attachmentId) -> bool {
|
|
|
|
|
|
uint32_t resolvedDisplayId = resolveDisplayInfoId(itemDisplayId);
|
|
|
|
|
|
if (resolvedDisplayId == 0) return false;
|
|
|
|
|
|
int32_t recIdx = itemDisplayDbc->findRecordById(resolvedDisplayId);
|
|
|
|
|
|
if (recIdx < 0) return false;
|
|
|
|
|
|
|
|
|
|
|
|
const uint32_t modelFieldL = idiL ? (*idiL)["LeftModel"] : 1u;
|
|
|
|
|
|
const uint32_t modelFieldR = idiL ? (*idiL)["RightModel"] : 2u;
|
|
|
|
|
|
const uint32_t texFieldL = idiL ? (*idiL)["LeftModelTexture"] : 3u;
|
|
|
|
|
|
const uint32_t texFieldR = idiL ? (*idiL)["RightModelTexture"] : 4u;
|
|
|
|
|
|
// Prefer LeftModel (stock player equipment path uses LeftModel and avoids
|
|
|
|
|
|
// the "hilt-only" variants seen when forcing RightModel).
|
|
|
|
|
|
std::string modelName = itemDisplayDbc->getString(static_cast<uint32_t>(recIdx), modelFieldL);
|
|
|
|
|
|
std::string textureName = itemDisplayDbc->getString(static_cast<uint32_t>(recIdx), texFieldL);
|
|
|
|
|
|
if (modelName.empty()) {
|
|
|
|
|
|
modelName = itemDisplayDbc->getString(static_cast<uint32_t>(recIdx), modelFieldR);
|
|
|
|
|
|
textureName = itemDisplayDbc->getString(static_cast<uint32_t>(recIdx), texFieldR);
|
|
|
|
|
|
}
|
|
|
|
|
|
if (modelName.empty()) return false;
|
|
|
|
|
|
|
|
|
|
|
|
std::string modelFile = modelName;
|
|
|
|
|
|
size_t dotPos = modelFile.rfind('.');
|
|
|
|
|
|
if (dotPos != std::string::npos) modelFile = modelFile.substr(0, dotPos);
|
|
|
|
|
|
modelFile += ".m2";
|
|
|
|
|
|
|
|
|
|
|
|
// Main-hand NPC weapon path: only use actual weapon models.
|
|
|
|
|
|
std::string m2Path = "Item\\ObjectComponents\\Weapon\\" + modelFile;
|
|
|
|
|
|
pipeline::M2Model weaponModel;
|
|
|
|
|
|
if (!loadWeaponM2(m2Path, weaponModel)) return false;
|
|
|
|
|
|
|
|
|
|
|
|
std::string texturePath;
|
|
|
|
|
|
if (!textureName.empty()) {
|
|
|
|
|
|
texturePath = "Item\\ObjectComponents\\Weapon\\" + textureName + ".blp";
|
|
|
|
|
|
if (!assetManager_->fileExists(texturePath)) texturePath.clear();
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
uint32_t weaponModelId = nextWeaponModelId_++;
|
|
|
|
|
|
return charRenderer->attachWeapon(instanceId, attachmentId, weaponModel, weaponModelId, texturePath);
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
auto hasResolvableWeaponModel = [&](uint32_t itemDisplayId) -> bool {
|
|
|
|
|
|
uint32_t resolvedDisplayId = resolveDisplayInfoId(itemDisplayId);
|
|
|
|
|
|
if (resolvedDisplayId == 0) return false;
|
|
|
|
|
|
int32_t recIdx = itemDisplayDbc->findRecordById(resolvedDisplayId);
|
|
|
|
|
|
if (recIdx < 0) return false;
|
|
|
|
|
|
const uint32_t modelFieldL = idiL ? (*idiL)["LeftModel"] : 1u;
|
|
|
|
|
|
const uint32_t modelFieldR = idiL ? (*idiL)["RightModel"] : 2u;
|
|
|
|
|
|
std::string modelName = itemDisplayDbc->getString(static_cast<uint32_t>(recIdx), modelFieldL);
|
|
|
|
|
|
if (modelName.empty()) {
|
|
|
|
|
|
modelName = itemDisplayDbc->getString(static_cast<uint32_t>(recIdx), modelFieldR);
|
|
|
|
|
|
}
|
|
|
|
|
|
if (modelName.empty()) return false;
|
|
|
|
|
|
std::string modelFile = modelName;
|
|
|
|
|
|
size_t dotPos = modelFile.rfind('.');
|
|
|
|
|
|
if (dotPos != std::string::npos) modelFile = modelFile.substr(0, dotPos);
|
|
|
|
|
|
modelFile += ".m2";
|
|
|
|
|
|
return assetManager_->fileExists("Item\\ObjectComponents\\Weapon\\" + modelFile);
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
bool attachedMain = false;
|
|
|
|
|
|
bool hadWeaponCandidate = false;
|
|
|
|
|
|
|
|
|
|
|
|
const uint16_t candidateBases[] = {56, 57, 58, 70, 148, 149, 150, 151, 152};
|
|
|
|
|
|
for (uint16_t base : candidateBases) {
|
|
|
|
|
|
uint32_t v0 = entity->getField(static_cast<uint16_t>(base + 0));
|
|
|
|
|
|
if (v0 != 0) hadWeaponCandidate = true;
|
|
|
|
|
|
if (!attachedMain && v0 != 0) attachedMain = attachNpcWeaponDisplay(v0, 1);
|
|
|
|
|
|
if (attachedMain) break;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
uint16_t unitEnd = game::fieldIndex(game::UF::UNIT_END);
|
|
|
|
|
|
uint16_t scanLo = 60;
|
|
|
|
|
|
uint16_t scanHi = (unitEnd != 0xFFFF) ? static_cast<uint16_t>(unitEnd + 96) : 320;
|
|
|
|
|
|
std::map<uint16_t, uint32_t> candidateByIndex;
|
|
|
|
|
|
for (const auto& [idx, val] : entity->getFields()) {
|
|
|
|
|
|
if (idx < scanLo || idx > scanHi) continue;
|
|
|
|
|
|
if (val == 0) continue;
|
|
|
|
|
|
if (hasResolvableWeaponModel(val)) {
|
|
|
|
|
|
candidateByIndex[idx] = val;
|
|
|
|
|
|
hadWeaponCandidate = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
for (const auto& [idx, val] : candidateByIndex) {
|
|
|
|
|
|
if (!attachedMain) attachedMain = attachNpcWeaponDisplay(val, 1);
|
|
|
|
|
|
if (attachedMain) break;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Force off-hand clear in NPC path to avoid incorrect shields/placeholder hilts.
|
|
|
|
|
|
charRenderer->detachWeapon(instanceId, 2);
|
|
|
|
|
|
// Success if main-hand attached when there was at least one candidate.
|
|
|
|
|
|
return hadWeaponCandidate && attachedMain;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void EntitySpawner::buildCharSectionsCache() {
|
|
|
|
|
|
if (charSectionsCacheBuilt_ || !assetManager_ || !assetManager_->isInitialized()) return;
|
|
|
|
|
|
auto dbc = assetManager_->loadDBC("CharSections.dbc");
|
|
|
|
|
|
if (!dbc) return;
|
|
|
|
|
|
const auto* csL = pipeline::getActiveDBCLayout()
|
|
|
|
|
|
? pipeline::getActiveDBCLayout()->getLayout("CharSections") : nullptr;
|
|
|
|
|
|
auto csF = pipeline::detectCharSectionsFields(dbc.get(), csL);
|
|
|
|
|
|
for (uint32_t r = 0; r < dbc->getRecordCount(); r++) {
|
|
|
|
|
|
uint32_t race = dbc->getUInt32(r, csF.raceId);
|
|
|
|
|
|
uint32_t sex = dbc->getUInt32(r, csF.sexId);
|
|
|
|
|
|
uint32_t section = dbc->getUInt32(r, csF.baseSection);
|
|
|
|
|
|
uint32_t variation = dbc->getUInt32(r, csF.variationIndex);
|
|
|
|
|
|
uint32_t color = dbc->getUInt32(r, csF.colorIndex);
|
|
|
|
|
|
// We only cache sections 0 (skin), 1 (face), 3 (hair), 4 (underwear)
|
|
|
|
|
|
if (section != 0 && section != 1 && section != 3 && section != 4) continue;
|
|
|
|
|
|
for (int ti = 0; ti < 3; ti++) {
|
|
|
|
|
|
std::string tex = dbc->getString(r, csF.texture1 + ti);
|
|
|
|
|
|
if (tex.empty()) continue;
|
|
|
|
|
|
// Key: race(8)|sex(4)|section(4)|variation(8)|color(8)|texIndex(2) packed into 64 bits
|
|
|
|
|
|
uint64_t key = (static_cast<uint64_t>(race) << 26) |
|
|
|
|
|
|
(static_cast<uint64_t>(sex & 0xF) << 22) |
|
|
|
|
|
|
(static_cast<uint64_t>(section & 0xF) << 18) |
|
|
|
|
|
|
(static_cast<uint64_t>(variation & 0xFF) << 10) |
|
|
|
|
|
|
(static_cast<uint64_t>(color & 0xFF) << 2) |
|
|
|
|
|
|
static_cast<uint64_t>(ti);
|
|
|
|
|
|
charSectionsCache_.emplace(key, tex);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
charSectionsCacheBuilt_ = true;
|
|
|
|
|
|
LOG_INFO("CharSections cache built: ", charSectionsCache_.size(), " entries");
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
std::string EntitySpawner::lookupCharSection(uint8_t race, uint8_t sex, uint8_t section,
|
|
|
|
|
|
uint8_t variation, uint8_t color, int texIndex) const {
|
|
|
|
|
|
uint64_t key = (static_cast<uint64_t>(race) << 26) |
|
|
|
|
|
|
(static_cast<uint64_t>(sex & 0xF) << 22) |
|
|
|
|
|
|
(static_cast<uint64_t>(section & 0xF) << 18) |
|
|
|
|
|
|
(static_cast<uint64_t>(variation & 0xFF) << 10) |
|
|
|
|
|
|
(static_cast<uint64_t>(color & 0xFF) << 2) |
|
|
|
|
|
|
static_cast<uint64_t>(texIndex);
|
|
|
|
|
|
auto it = charSectionsCache_.find(key);
|
|
|
|
|
|
return (it != charSectionsCache_.end()) ? it->second : std::string();
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void EntitySpawner::buildCreatureDisplayLookups() {
|
|
|
|
|
|
if (creatureLookupsBuilt_ || !assetManager_ || !assetManager_->isInitialized()) return;
|
|
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Building creature display lookups from DBC files");
|
|
|
|
|
|
|
|
|
|
|
|
// CreatureDisplayInfo.dbc structure (3.3.5a):
|
|
|
|
|
|
// Col 0: displayId
|
|
|
|
|
|
// Col 1: modelId
|
|
|
|
|
|
// Col 3: extendedDisplayInfoID (link to CreatureDisplayInfoExtra.dbc)
|
|
|
|
|
|
// Col 6: Skin1 (texture name)
|
|
|
|
|
|
// Col 7: Skin2
|
|
|
|
|
|
// Col 8: Skin3
|
|
|
|
|
|
if (auto cdi = assetManager_->loadDBC("CreatureDisplayInfo.dbc"); cdi && cdi->isLoaded()) {
|
|
|
|
|
|
const auto* cdiL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CreatureDisplayInfo") : nullptr;
|
|
|
|
|
|
for (uint32_t i = 0; i < cdi->getRecordCount(); i++) {
|
|
|
|
|
|
CreatureDisplayData data;
|
|
|
|
|
|
data.modelId = cdi->getUInt32(i, cdiL ? (*cdiL)["ModelID"] : 1);
|
|
|
|
|
|
data.extraDisplayId = cdi->getUInt32(i, cdiL ? (*cdiL)["ExtraDisplayId"] : 3);
|
|
|
|
|
|
data.skin1 = cdi->getString(i, cdiL ? (*cdiL)["Skin1"] : 6);
|
|
|
|
|
|
data.skin2 = cdi->getString(i, cdiL ? (*cdiL)["Skin2"] : 7);
|
|
|
|
|
|
data.skin3 = cdi->getString(i, cdiL ? (*cdiL)["Skin3"] : 8);
|
|
|
|
|
|
displayDataMap_[cdi->getUInt32(i, cdiL ? (*cdiL)["ID"] : 0)] = data;
|
|
|
|
|
|
}
|
|
|
|
|
|
LOG_INFO("Loaded ", displayDataMap_.size(), " display→model mappings");
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// CreatureDisplayInfoExtra.dbc structure (3.3.5a):
|
|
|
|
|
|
// Col 0: ID
|
|
|
|
|
|
// Col 1: DisplayRaceID
|
|
|
|
|
|
// Col 2: DisplaySexID
|
|
|
|
|
|
// Col 3: SkinID
|
|
|
|
|
|
// Col 4: FaceID
|
|
|
|
|
|
// Col 5: HairStyleID
|
|
|
|
|
|
// Col 6: HairColorID
|
|
|
|
|
|
// Col 7: FacialHairID
|
|
|
|
|
|
// CreatureDisplayInfoExtra.dbc field layout depends on actual field count:
|
|
|
|
|
|
// 19 fields: 10 equip slots (8-17), BakeName=18 (no Flags field)
|
|
|
|
|
|
// 21 fields: 11 equip slots (8-18), Flags=19, BakeName=20
|
|
|
|
|
|
if (auto cdie = assetManager_->loadDBC("CreatureDisplayInfoExtra.dbc"); cdie && cdie->isLoaded()) {
|
|
|
|
|
|
const auto* cdieL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CreatureDisplayInfoExtra") : nullptr;
|
|
|
|
|
|
const uint32_t cdieEquip0 = cdieL ? (*cdieL)["EquipDisplay0"] : 8;
|
|
|
|
|
|
// Detect actual field count to determine equip slot count and BakeName position
|
|
|
|
|
|
const uint32_t dbcFieldCount = cdie->getFieldCount();
|
|
|
|
|
|
int numEquipSlots;
|
|
|
|
|
|
uint32_t bakeField;
|
|
|
|
|
|
if (dbcFieldCount <= 19) {
|
|
|
|
|
|
// 19 fields: 10 equip slots (8-17), BakeName at 18
|
|
|
|
|
|
numEquipSlots = 10;
|
|
|
|
|
|
bakeField = 18;
|
|
|
|
|
|
} else {
|
|
|
|
|
|
// 21 fields: 11 equip slots (8-18), Flags=19, BakeName=20
|
|
|
|
|
|
numEquipSlots = 11;
|
|
|
|
|
|
bakeField = cdieL ? (*cdieL)["BakeName"] : 20;
|
|
|
|
|
|
}
|
|
|
|
|
|
uint32_t withBakeName = 0;
|
|
|
|
|
|
for (uint32_t i = 0; i < cdie->getRecordCount(); i++) {
|
|
|
|
|
|
HumanoidDisplayExtra extra;
|
|
|
|
|
|
extra.raceId = static_cast<uint8_t>(cdie->getUInt32(i, cdieL ? (*cdieL)["RaceID"] : 1));
|
|
|
|
|
|
extra.sexId = static_cast<uint8_t>(cdie->getUInt32(i, cdieL ? (*cdieL)["SexID"] : 2));
|
|
|
|
|
|
extra.skinId = static_cast<uint8_t>(cdie->getUInt32(i, cdieL ? (*cdieL)["SkinID"] : 3));
|
|
|
|
|
|
extra.faceId = static_cast<uint8_t>(cdie->getUInt32(i, cdieL ? (*cdieL)["FaceID"] : 4));
|
|
|
|
|
|
extra.hairStyleId = static_cast<uint8_t>(cdie->getUInt32(i, cdieL ? (*cdieL)["HairStyleID"] : 5));
|
|
|
|
|
|
extra.hairColorId = static_cast<uint8_t>(cdie->getUInt32(i, cdieL ? (*cdieL)["HairColorID"] : 6));
|
|
|
|
|
|
extra.facialHairId = static_cast<uint8_t>(cdie->getUInt32(i, cdieL ? (*cdieL)["FacialHairID"] : 7));
|
|
|
|
|
|
for (int eq = 0; eq < numEquipSlots; eq++) {
|
|
|
|
|
|
extra.equipDisplayId[eq] = cdie->getUInt32(i, cdieEquip0 + eq);
|
|
|
|
|
|
}
|
|
|
|
|
|
extra.bakeName = cdie->getString(i, bakeField);
|
|
|
|
|
|
if (!extra.bakeName.empty()) withBakeName++;
|
|
|
|
|
|
humanoidExtraMap_[cdie->getUInt32(i, cdieL ? (*cdieL)["ID"] : 0)] = extra;
|
|
|
|
|
|
}
|
|
|
|
|
|
LOG_WARNING("Loaded ", humanoidExtraMap_.size(), " humanoid display extra entries (",
|
|
|
|
|
|
withBakeName, " with baked textures, ", numEquipSlots, " equip slots, ",
|
|
|
|
|
|
dbcFieldCount, " DBC fields, bakeField=", bakeField, ")");
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// CreatureModelData.dbc: modelId (col 0) → modelPath (col 2, .mdx → .m2)
|
|
|
|
|
|
if (auto cmd = assetManager_->loadDBC("CreatureModelData.dbc"); cmd && cmd->isLoaded()) {
|
|
|
|
|
|
const auto* cmdL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CreatureModelData") : nullptr;
|
|
|
|
|
|
for (uint32_t i = 0; i < cmd->getRecordCount(); i++) {
|
|
|
|
|
|
std::string mdx = cmd->getString(i, cmdL ? (*cmdL)["ModelPath"] : 2);
|
|
|
|
|
|
if (mdx.empty()) continue;
|
|
|
|
|
|
if (mdx.size() >= 4) {
|
|
|
|
|
|
mdx = mdx.substr(0, mdx.size() - 4) + ".m2";
|
|
|
|
|
|
}
|
|
|
|
|
|
modelIdToPath_[cmd->getUInt32(i, cmdL ? (*cmdL)["ID"] : 0)] = mdx;
|
|
|
|
|
|
}
|
|
|
|
|
|
LOG_INFO("Loaded ", modelIdToPath_.size(), " model→path mappings");
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Resolve gryphon/wyvern display IDs by exact model path so taxi mounts have textures.
|
|
|
|
|
|
auto toLower = [](std::string s) {
|
|
|
|
|
|
for (char& c : s) c = static_cast<char>(std::tolower(static_cast<unsigned char>(c)));
|
|
|
|
|
|
return s;
|
|
|
|
|
|
};
|
|
|
|
|
|
auto normalizePath = [&](const std::string& p) {
|
|
|
|
|
|
std::string s = p;
|
|
|
|
|
|
for (char& c : s) if (c == '/') c = '\\';
|
|
|
|
|
|
return toLower(s);
|
|
|
|
|
|
};
|
|
|
|
|
|
auto resolveDisplayIdForExactPath = [&](const std::string& exactPath) -> uint32_t {
|
|
|
|
|
|
const std::string target = normalizePath(exactPath);
|
|
|
|
|
|
// Collect ALL model IDs that map to this path (multiple model IDs can
|
|
|
|
|
|
// share the same .m2 file, e.g. modelId 147 and 792 both → Gryphon.m2)
|
|
|
|
|
|
std::vector<uint32_t> modelIds;
|
|
|
|
|
|
for (const auto& [mid, path] : modelIdToPath_) {
|
|
|
|
|
|
if (normalizePath(path) == target) {
|
|
|
|
|
|
modelIds.push_back(mid);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
if (modelIds.empty()) return 0;
|
|
|
|
|
|
uint32_t bestDisplayId = 0;
|
|
|
|
|
|
int bestScore = -1;
|
|
|
|
|
|
for (const auto& [dispId, data] : displayDataMap_) {
|
|
|
|
|
|
bool matches = false;
|
|
|
|
|
|
for (uint32_t mid : modelIds) {
|
|
|
|
|
|
if (data.modelId == mid) { matches = true; break; }
|
|
|
|
|
|
}
|
|
|
|
|
|
if (!matches) continue;
|
|
|
|
|
|
int score = 0;
|
|
|
|
|
|
if (!data.skin1.empty()) score += 3;
|
|
|
|
|
|
if (!data.skin2.empty()) score += 2;
|
|
|
|
|
|
if (!data.skin3.empty()) score += 1;
|
|
|
|
|
|
if (score > bestScore) {
|
|
|
|
|
|
bestScore = score;
|
|
|
|
|
|
bestDisplayId = dispId;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
return bestDisplayId;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
gryphonDisplayId_ = resolveDisplayIdForExactPath("Creature\\Gryphon\\Gryphon.m2");
|
|
|
|
|
|
wyvernDisplayId_ = resolveDisplayIdForExactPath("Creature\\Wyvern\\Wyvern.m2");
|
|
|
|
|
|
gameServices_->gryphonDisplayId = gryphonDisplayId_;
|
|
|
|
|
|
gameServices_->wyvernDisplayId = wyvernDisplayId_;
|
|
|
|
|
|
LOG_INFO("Taxi mount displayIds: gryphon=", gryphonDisplayId_, " wyvern=", wyvernDisplayId_);
|
|
|
|
|
|
|
|
|
|
|
|
// CharHairGeosets.dbc: maps (race, sex, hairStyleId) → skinSectionId for hair mesh
|
|
|
|
|
|
// Col 0: ID, Col 1: RaceID, Col 2: SexID, Col 3: VariationID, Col 4: GeosetID, Col 5: Showscalp
|
|
|
|
|
|
if (auto chg = assetManager_->loadDBC("CharHairGeosets.dbc"); chg && chg->isLoaded()) {
|
|
|
|
|
|
const auto* chgL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CharHairGeosets") : nullptr;
|
|
|
|
|
|
for (uint32_t i = 0; i < chg->getRecordCount(); i++) {
|
|
|
|
|
|
uint32_t raceId = chg->getUInt32(i, chgL ? (*chgL)["RaceID"] : 1);
|
|
|
|
|
|
uint32_t sexId = chg->getUInt32(i, chgL ? (*chgL)["SexID"] : 2);
|
|
|
|
|
|
uint32_t variation = chg->getUInt32(i, chgL ? (*chgL)["Variation"] : 3);
|
|
|
|
|
|
uint32_t geosetId = chg->getUInt32(i, chgL ? (*chgL)["GeosetID"] : 4);
|
|
|
|
|
|
uint32_t key = (raceId << 16) | (sexId << 8) | variation;
|
|
|
|
|
|
hairGeosetMap_[key] = static_cast<uint16_t>(geosetId);
|
|
|
|
|
|
}
|
|
|
|
|
|
LOG_INFO("Loaded ", hairGeosetMap_.size(), " hair geoset mappings from CharHairGeosets.dbc");
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// CharacterFacialHairStyles.dbc: maps (race, sex, facialHairId) → geoset IDs
|
|
|
|
|
|
// No ID column: Col 0: RaceID, Col 1: SexID, Col 2: VariationID
|
|
|
|
|
|
// Col 3: Geoset100, Col 4: Geoset300, Col 5: Geoset200
|
|
|
|
|
|
if (auto cfh = assetManager_->loadDBC("CharacterFacialHairStyles.dbc"); cfh && cfh->isLoaded()) {
|
|
|
|
|
|
const auto* cfhL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CharacterFacialHairStyles") : nullptr;
|
|
|
|
|
|
for (uint32_t i = 0; i < cfh->getRecordCount(); i++) {
|
|
|
|
|
|
uint32_t raceId = cfh->getUInt32(i, cfhL ? (*cfhL)["RaceID"] : 0);
|
|
|
|
|
|
uint32_t sexId = cfh->getUInt32(i, cfhL ? (*cfhL)["SexID"] : 1);
|
|
|
|
|
|
uint32_t variation = cfh->getUInt32(i, cfhL ? (*cfhL)["Variation"] : 2);
|
|
|
|
|
|
uint32_t key = (raceId << 16) | (sexId << 8) | variation;
|
|
|
|
|
|
FacialHairGeosets fhg;
|
|
|
|
|
|
fhg.geoset100 = static_cast<uint16_t>(cfh->getUInt32(i, cfhL ? (*cfhL)["Geoset100"] : 3));
|
|
|
|
|
|
fhg.geoset300 = static_cast<uint16_t>(cfh->getUInt32(i, cfhL ? (*cfhL)["Geoset300"] : 4));
|
|
|
|
|
|
fhg.geoset200 = static_cast<uint16_t>(cfh->getUInt32(i, cfhL ? (*cfhL)["Geoset200"] : 5));
|
|
|
|
|
|
facialHairGeosetMap_[key] = fhg;
|
|
|
|
|
|
}
|
|
|
|
|
|
LOG_INFO("Loaded ", facialHairGeosetMap_.size(), " facial hair geoset mappings from CharacterFacialHairStyles.dbc");
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
creatureLookupsBuilt_ = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
std::string EntitySpawner::getModelPathForDisplayId(uint32_t displayId) const {
|
|
|
|
|
|
if (displayId == 30412) return "Creature\\Gryphon\\Gryphon.m2";
|
|
|
|
|
|
if (displayId == 30413) return "Creature\\Wyvern\\Wyvern.m2";
|
|
|
|
|
|
|
|
|
|
|
|
// WotLK servers can send display IDs that do not exist in older/local
|
|
|
|
|
|
// CreatureDisplayInfo datasets. Keep those creatures visible by falling
|
|
|
|
|
|
// back to a close base model instead of dropping spawn entirely.
|
|
|
|
|
|
switch (displayId) {
|
|
|
|
|
|
case 31048: // Diseased Young Wolf variants (AzerothCore WotLK)
|
|
|
|
|
|
case 31049: // Diseased Wolf variants (AzerothCore WotLK)
|
|
|
|
|
|
return "Creature\\Wolf\\Wolf.m2";
|
|
|
|
|
|
default:
|
|
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
auto itData = displayDataMap_.find(displayId);
|
|
|
|
|
|
if (itData == displayDataMap_.end()) {
|
|
|
|
|
|
// Some sources (e.g., taxi nodes) may provide a modelId directly.
|
|
|
|
|
|
auto itPath = modelIdToPath_.find(displayId);
|
|
|
|
|
|
if (itPath != modelIdToPath_.end()) {
|
|
|
|
|
|
return itPath->second;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (displayId == 30412) return "Creature\\Gryphon\\Gryphon.m2";
|
|
|
|
|
|
if (displayId == 30413) return "Creature\\Wyvern\\Wyvern.m2";
|
|
|
|
|
|
if (warnedMissingDisplayDataIds_.insert(displayId).second) {
|
|
|
|
|
|
LOG_WARNING("No display data for displayId ", displayId,
|
|
|
|
|
|
" (displayDataMap_ has ", displayDataMap_.size(), " entries)");
|
|
|
|
|
|
}
|
|
|
|
|
|
return "";
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
auto itPath = modelIdToPath_.find(itData->second.modelId);
|
|
|
|
|
|
if (itPath == modelIdToPath_.end()) {
|
|
|
|
|
|
if (warnedMissingModelPathIds_.insert(displayId).second) {
|
|
|
|
|
|
LOG_WARNING("No model path for modelId ", itData->second.modelId,
|
|
|
|
|
|
" from displayId ", displayId,
|
|
|
|
|
|
" (modelIdToPath_ has ", modelIdToPath_.size(), " entries)");
|
|
|
|
|
|
}
|
|
|
|
|
|
return "";
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return itPath->second;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
audio::VoiceType EntitySpawner::detectVoiceTypeFromDisplayId(uint32_t displayId) const {
|
|
|
|
|
|
// Look up display data
|
|
|
|
|
|
auto itDisplay = displayDataMap_.find(displayId);
|
|
|
|
|
|
if (itDisplay == displayDataMap_.end() || itDisplay->second.extraDisplayId == 0) {
|
|
|
|
|
|
LOG_INFO("Voice detection: displayId ", displayId, " -> GENERIC (no display data)");
|
|
|
|
|
|
return audio::VoiceType::GENERIC; // Not a humanoid or no extra data
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Look up humanoid extra data (race/sex info)
|
|
|
|
|
|
auto itExtra = humanoidExtraMap_.find(itDisplay->second.extraDisplayId);
|
|
|
|
|
|
if (itExtra == humanoidExtraMap_.end()) {
|
|
|
|
|
|
LOG_INFO("Voice detection: displayId ", displayId, " -> GENERIC (no humanoid extra data)");
|
|
|
|
|
|
return audio::VoiceType::GENERIC;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
uint8_t raceId = itExtra->second.raceId;
|
|
|
|
|
|
uint8_t sexId = itExtra->second.sexId;
|
|
|
|
|
|
|
|
|
|
|
|
const char* raceName = "Unknown";
|
|
|
|
|
|
const char* sexName = (sexId == 0) ? "Male" : "Female";
|
|
|
|
|
|
|
|
|
|
|
|
// Map (raceId, sexId) to VoiceType
|
|
|
|
|
|
// Race IDs: 1=Human, 2=Orc, 3=Dwarf, 4=NightElf, 5=Undead, 6=Tauren, 7=Gnome, 8=Troll
|
|
|
|
|
|
// Sex IDs: 0=Male, 1=Female
|
|
|
|
|
|
audio::VoiceType result;
|
|
|
|
|
|
switch (raceId) {
|
|
|
|
|
|
case 1: raceName = "Human"; result = (sexId == 0) ? audio::VoiceType::HUMAN_MALE : audio::VoiceType::HUMAN_FEMALE; break;
|
|
|
|
|
|
case 2: raceName = "Orc"; result = (sexId == 0) ? audio::VoiceType::ORC_MALE : audio::VoiceType::ORC_FEMALE; break;
|
|
|
|
|
|
case 3: raceName = "Dwarf"; result = (sexId == 0) ? audio::VoiceType::DWARF_MALE : audio::VoiceType::DWARF_FEMALE; break;
|
|
|
|
|
|
case 4: raceName = "NightElf"; result = (sexId == 0) ? audio::VoiceType::NIGHTELF_MALE : audio::VoiceType::NIGHTELF_FEMALE; break;
|
|
|
|
|
|
case 5: raceName = "Undead"; result = (sexId == 0) ? audio::VoiceType::UNDEAD_MALE : audio::VoiceType::UNDEAD_FEMALE; break;
|
|
|
|
|
|
case 6: raceName = "Tauren"; result = (sexId == 0) ? audio::VoiceType::TAUREN_MALE : audio::VoiceType::TAUREN_FEMALE; break;
|
|
|
|
|
|
case 7: raceName = "Gnome"; result = (sexId == 0) ? audio::VoiceType::GNOME_MALE : audio::VoiceType::GNOME_FEMALE; break;
|
|
|
|
|
|
case 8: raceName = "Troll"; result = (sexId == 0) ? audio::VoiceType::TROLL_MALE : audio::VoiceType::TROLL_FEMALE; break;
|
|
|
|
|
|
case 10: raceName = "BloodElf"; result = (sexId == 0) ? audio::VoiceType::BLOODELF_MALE : audio::VoiceType::BLOODELF_FEMALE; break;
|
|
|
|
|
|
case 11: raceName = "Draenei"; result = (sexId == 0) ? audio::VoiceType::DRAENEI_MALE : audio::VoiceType::DRAENEI_FEMALE; break;
|
|
|
|
|
|
default: result = audio::VoiceType::GENERIC; break;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Voice detection: displayId ", displayId, " -> ", raceName, " ", sexName, " (race=", static_cast<int>(raceId), ", sex=", static_cast<int>(sexId), ")");
|
|
|
|
|
|
return result;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void EntitySpawner::buildGameObjectDisplayLookups() {
|
|
|
|
|
|
if (gameObjectLookupsBuilt_ || !assetManager_ || !assetManager_->isInitialized()) return;
|
|
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Building gameobject display lookups from DBC files");
|
|
|
|
|
|
|
|
|
|
|
|
// GameObjectDisplayInfo.dbc structure (3.3.5a):
|
|
|
|
|
|
// Col 0: ID (displayId)
|
|
|
|
|
|
// Col 1: ModelName
|
|
|
|
|
|
if (auto godi = assetManager_->loadDBC("GameObjectDisplayInfo.dbc"); godi && godi->isLoaded()) {
|
|
|
|
|
|
const auto* godiL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("GameObjectDisplayInfo") : nullptr;
|
|
|
|
|
|
for (uint32_t i = 0; i < godi->getRecordCount(); i++) {
|
|
|
|
|
|
uint32_t displayId = godi->getUInt32(i, godiL ? (*godiL)["ID"] : 0);
|
|
|
|
|
|
std::string modelName = godi->getString(i, godiL ? (*godiL)["ModelName"] : 1);
|
|
|
|
|
|
if (modelName.empty()) continue;
|
|
|
|
|
|
if (modelName.size() >= 4) {
|
|
|
|
|
|
std::string ext = modelName.substr(modelName.size() - 4);
|
|
|
|
|
|
for (char& c : ext) c = static_cast<char>(std::tolower(static_cast<unsigned char>(c)));
|
|
|
|
|
|
if (ext == ".mdx") {
|
|
|
|
|
|
modelName = modelName.substr(0, modelName.size() - 4) + ".m2";
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
gameObjectDisplayIdToPath_[displayId] = modelName;
|
|
|
|
|
|
}
|
|
|
|
|
|
LOG_INFO("Loaded ", gameObjectDisplayIdToPath_.size(), " gameobject display mappings");
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
gameObjectLookupsBuilt_ = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
std::string EntitySpawner::getGameObjectModelPathForDisplayId(uint32_t displayId) const {
|
|
|
|
|
|
auto it = gameObjectDisplayIdToPath_.find(displayId);
|
|
|
|
|
|
if (it == gameObjectDisplayIdToPath_.end()) return "";
|
|
|
|
|
|
return it->second;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
bool EntitySpawner::getRenderBoundsForGuid(uint64_t guid, glm::vec3& outCenter, float& outRadius) const {
|
|
|
|
|
|
if (!renderer_ || !renderer_->getCharacterRenderer()) return false;
|
|
|
|
|
|
uint32_t instanceId = 0;
|
|
|
|
|
|
|
|
|
|
|
|
if (gameHandler_ && guid == gameHandler_->getPlayerGuid()) {
|
|
|
|
|
|
instanceId = renderer_->getCharacterInstanceId();
|
|
|
|
|
|
}
|
|
|
|
|
|
if (instanceId == 0) {
|
|
|
|
|
|
auto pit = playerInstances_.find(guid);
|
|
|
|
|
|
if (pit != playerInstances_.end()) instanceId = pit->second;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (instanceId == 0) {
|
|
|
|
|
|
auto it = creatureInstances_.find(guid);
|
|
|
|
|
|
if (it != creatureInstances_.end()) instanceId = it->second;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (instanceId == 0) return false;
|
|
|
|
|
|
|
|
|
|
|
|
return renderer_->getCharacterRenderer()->getInstanceBounds(instanceId, outCenter, outRadius);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool EntitySpawner::getRenderFootZForGuid(uint64_t guid, float& outFootZ) const {
|
|
|
|
|
|
if (!renderer_ || !renderer_->getCharacterRenderer()) return false;
|
|
|
|
|
|
uint32_t instanceId = 0;
|
|
|
|
|
|
|
|
|
|
|
|
if (gameHandler_ && guid == gameHandler_->getPlayerGuid()) {
|
|
|
|
|
|
instanceId = renderer_->getCharacterInstanceId();
|
|
|
|
|
|
}
|
|
|
|
|
|
if (instanceId == 0) {
|
|
|
|
|
|
auto pit = playerInstances_.find(guid);
|
|
|
|
|
|
if (pit != playerInstances_.end()) instanceId = pit->second;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (instanceId == 0) {
|
|
|
|
|
|
auto it = creatureInstances_.find(guid);
|
|
|
|
|
|
if (it != creatureInstances_.end()) instanceId = it->second;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (instanceId == 0) return false;
|
|
|
|
|
|
|
|
|
|
|
|
return renderer_->getCharacterRenderer()->getInstanceFootZ(instanceId, outFootZ);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool EntitySpawner::getRenderPositionForGuid(uint64_t guid, glm::vec3& outPos) const {
|
|
|
|
|
|
if (!renderer_ || !renderer_->getCharacterRenderer()) return false;
|
|
|
|
|
|
uint32_t instanceId = 0;
|
|
|
|
|
|
|
|
|
|
|
|
if (gameHandler_ && guid == gameHandler_->getPlayerGuid()) {
|
|
|
|
|
|
instanceId = renderer_->getCharacterInstanceId();
|
|
|
|
|
|
}
|
|
|
|
|
|
if (instanceId == 0) {
|
|
|
|
|
|
auto pit = playerInstances_.find(guid);
|
|
|
|
|
|
if (pit != playerInstances_.end()) instanceId = pit->second;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (instanceId == 0) {
|
|
|
|
|
|
auto it = creatureInstances_.find(guid);
|
|
|
|
|
|
if (it != creatureInstances_.end()) instanceId = it->second;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (instanceId == 0) return false;
|
|
|
|
|
|
|
|
|
|
|
|
return renderer_->getCharacterRenderer()->getInstancePosition(instanceId, outPos);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
pipeline::M2Model EntitySpawner::loadCreatureM2Sync(const std::string& m2Path) {
|
|
|
|
|
|
auto m2Data = assetManager_->readFile(m2Path);
|
|
|
|
|
|
if (m2Data.empty()) {
|
|
|
|
|
|
LOG_WARNING("Failed to read creature M2: ", m2Path);
|
|
|
|
|
|
return {};
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
pipeline::M2Model model = pipeline::M2Loader::load(m2Data);
|
|
|
|
|
|
if (model.vertices.empty()) {
|
|
|
|
|
|
LOG_WARNING("Failed to parse creature M2: ", m2Path);
|
|
|
|
|
|
return {};
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Load skin file (only for WotLK M2s - vanilla has embedded skin)
|
|
|
|
|
|
if (model.version >= 264) {
|
|
|
|
|
|
std::string skinPath = m2Path.substr(0, m2Path.size() - 3) + "00.skin";
|
|
|
|
|
|
auto skinData = assetManager_->readFile(skinPath);
|
|
|
|
|
|
if (!skinData.empty()) {
|
|
|
|
|
|
pipeline::M2Loader::loadSkin(skinData, model);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
LOG_WARNING("Missing skin file for WotLK creature M2: ", skinPath);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Load external .anim files for sequences without flag 0x20
|
|
|
|
|
|
std::string basePath = m2Path.substr(0, m2Path.size() - 3);
|
|
|
|
|
|
for (uint32_t si = 0; si < model.sequences.size(); si++) {
|
|
|
|
|
|
if (!(model.sequences[si].flags & 0x20)) {
|
|
|
|
|
|
char animFileName[256];
|
|
|
|
|
|
snprintf(animFileName, sizeof(animFileName), "%s%04u-%02u.anim",
|
|
|
|
|
|
basePath.c_str(), model.sequences[si].id, model.sequences[si].variationIndex);
|
|
|
|
|
|
auto animData = assetManager_->readFileOptional(animFileName);
|
|
|
|
|
|
if (!animData.empty()) {
|
|
|
|
|
|
pipeline::M2Loader::loadAnimFile(m2Data, animData, si, model);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return model;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void EntitySpawner::spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x, float y, float z, float orientation, float scale) {
|
|
|
|
|
|
if (!renderer_ || !renderer_->getCharacterRenderer() || !assetManager_) return;
|
|
|
|
|
|
|
|
|
|
|
|
// Skip if lookups not yet built (asset manager not ready)
|
|
|
|
|
|
if (!creatureLookupsBuilt_) return;
|
|
|
|
|
|
|
|
|
|
|
|
// Skip if already spawned
|
|
|
|
|
|
if (creatureInstances_.count(guid)) return;
|
|
|
|
|
|
if (nonRenderableCreatureDisplayIds_.count(displayId)) {
|
|
|
|
|
|
creaturePermanentFailureGuids_.insert(guid);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Get model path from displayId
|
|
|
|
|
|
std::string m2Path = getModelPathForDisplayId(displayId);
|
|
|
|
|
|
if (m2Path.empty()) {
|
|
|
|
|
|
nonRenderableCreatureDisplayIds_.insert(displayId);
|
|
|
|
|
|
creaturePermanentFailureGuids_.insert(guid);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
{
|
|
|
|
|
|
// Intentionally invisible helper creatures should not consume retry budget.
|
|
|
|
|
|
std::string lowerPath = m2Path;
|
|
|
|
|
|
std::transform(lowerPath.begin(), lowerPath.end(), lowerPath.begin(),
|
|
|
|
|
|
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
|
|
|
|
|
|
if (lowerPath.find("invisiblestalker") != std::string::npos ||
|
|
|
|
|
|
lowerPath.find("invisible_stalker") != std::string::npos) {
|
|
|
|
|
|
nonRenderableCreatureDisplayIds_.insert(displayId);
|
|
|
|
|
|
creaturePermanentFailureGuids_.insert(guid);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
auto* charRenderer = renderer_->getCharacterRenderer();
|
|
|
|
|
|
|
|
|
|
|
|
// Check model cache - reuse if same displayId was already loaded
|
|
|
|
|
|
uint32_t modelId = 0;
|
|
|
|
|
|
auto cacheIt = displayIdModelCache_.find(displayId);
|
|
|
|
|
|
if (cacheIt != displayIdModelCache_.end()) {
|
|
|
|
|
|
modelId = cacheIt->second;
|
|
|
|
|
|
} else {
|
|
|
|
|
|
// Load model from disk (only once per displayId)
|
|
|
|
|
|
modelId = nextCreatureModelId_++;
|
|
|
|
|
|
|
|
|
|
|
|
pipeline::M2Model model = loadCreatureM2Sync(m2Path);
|
|
|
|
|
|
if (!model.isValid()) {
|
|
|
|
|
|
nonRenderableCreatureDisplayIds_.insert(displayId);
|
|
|
|
|
|
creaturePermanentFailureGuids_.insert(guid);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (!charRenderer->loadModel(model, modelId)) {
|
|
|
|
|
|
LOG_WARNING("Failed to load creature model: ", m2Path);
|
|
|
|
|
|
nonRenderableCreatureDisplayIds_.insert(displayId);
|
|
|
|
|
|
creaturePermanentFailureGuids_.insert(guid);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
displayIdModelCache_[displayId] = modelId;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Apply skin textures from CreatureDisplayInfo.dbc (only once per displayId model).
|
|
|
|
|
|
// Track separately from model cache because async loading may upload the model
|
|
|
|
|
|
// before textures are applied.
|
|
|
|
|
|
auto itDisplayData = displayDataMap_.find(displayId);
|
|
|
|
|
|
bool needsTextures = (displayIdTexturesApplied_.find(displayId) == displayIdTexturesApplied_.end());
|
|
|
|
|
|
if (needsTextures && itDisplayData != displayDataMap_.end()) {
|
|
|
|
|
|
auto texStart = std::chrono::steady_clock::now();
|
|
|
|
|
|
displayIdTexturesApplied_.insert(displayId);
|
|
|
|
|
|
const auto& dispData = itDisplayData->second;
|
|
|
|
|
|
|
|
|
|
|
|
// Use pre-decoded textures from async creature load (if available)
|
|
|
|
|
|
auto itPreDec = displayIdPredecodedTextures_.find(displayId);
|
|
|
|
|
|
bool hasPreDec = (itPreDec != displayIdPredecodedTextures_.end());
|
|
|
|
|
|
if (hasPreDec) {
|
|
|
|
|
|
charRenderer->setPredecodedBLPCache(&itPreDec->second);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Get model directory for texture path construction
|
|
|
|
|
|
std::string modelDir;
|
|
|
|
|
|
size_t lastSlash = m2Path.find_last_of("\\/");
|
|
|
|
|
|
if (lastSlash != std::string::npos) {
|
|
|
|
|
|
modelDir = m2Path.substr(0, lastSlash + 1);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
LOG_DEBUG("DisplayId ", displayId, " skins: '", dispData.skin1, "', '", dispData.skin2, "', '", dispData.skin3,
|
|
|
|
|
|
"' extraDisplayId=", dispData.extraDisplayId);
|
|
|
|
|
|
|
|
|
|
|
|
// Get model data from CharacterRenderer for texture iteration
|
|
|
|
|
|
const auto* modelData = charRenderer->getModelData(modelId);
|
|
|
|
|
|
if (!modelData) {
|
|
|
|
|
|
LOG_WARNING("Model data not found for modelId ", modelId);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Log texture types in the model
|
|
|
|
|
|
if (modelData) {
|
|
|
|
|
|
for (size_t ti = 0; ti < modelData->textures.size(); ti++) {
|
|
|
|
|
|
LOG_DEBUG(" Model texture ", ti, ": type=", modelData->textures[ti].type, " filename='", modelData->textures[ti].filename, "'");
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Check if this is a humanoid NPC with extra display info
|
|
|
|
|
|
bool hasHumanoidTexture = false;
|
|
|
|
|
|
if (dispData.extraDisplayId != 0) {
|
|
|
|
|
|
auto itExtra = humanoidExtraMap_.find(dispData.extraDisplayId);
|
|
|
|
|
|
if (itExtra != humanoidExtraMap_.end()) {
|
|
|
|
|
|
const auto& extra = itExtra->second;
|
|
|
|
|
|
LOG_DEBUG(" Found humanoid extra: raceId=", static_cast<int>(extra.raceId), " sexId=", static_cast<int>(extra.sexId),
|
|
|
|
|
|
" hairStyle=", static_cast<int>(extra.hairStyleId), " hairColor=", static_cast<int>(extra.hairColorId),
|
|
|
|
|
|
" bakeName='", extra.bakeName, "'");
|
|
|
|
|
|
|
|
|
|
|
|
// Collect model texture slot info (type 1 = skin, type 6 = hair)
|
|
|
|
|
|
std::vector<uint32_t> skinSlots, hairSlots;
|
|
|
|
|
|
if (modelData) {
|
|
|
|
|
|
for (size_t ti = 0; ti < modelData->textures.size(); ti++) {
|
|
|
|
|
|
uint32_t texType = modelData->textures[ti].type;
|
|
|
|
|
|
if (texType == 1 || texType == 11 || texType == 12 || texType == 13)
|
|
|
|
|
|
skinSlots.push_back(static_cast<uint32_t>(ti));
|
|
|
|
|
|
if (texType == 6)
|
|
|
|
|
|
hairSlots.push_back(static_cast<uint32_t>(ti));
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Copy extra data for the async task (avoid dangling reference)
|
|
|
|
|
|
HumanoidDisplayExtra extraCopy = extra;
|
|
|
|
|
|
|
|
|
|
|
|
// Launch async task: ALL DBC lookups, path resolution, and BLP pre-decode
|
|
|
|
|
|
// happen on a background thread. Only GPU texture upload runs on main thread
|
|
|
|
|
|
// (in processAsyncNpcCompositeResults).
|
|
|
|
|
|
auto* am = assetManager_;
|
|
|
|
|
|
AsyncNpcCompositeLoad load;
|
|
|
|
|
|
load.future = std::async(std::launch::async,
|
|
|
|
|
|
[am, extraCopy, skinSlots = std::move(skinSlots),
|
|
|
|
|
|
hairSlots = std::move(hairSlots), modelId, displayId]() mutable -> PreparedNpcComposite {
|
|
|
|
|
|
PreparedNpcComposite result;
|
|
|
|
|
|
DeferredNpcComposite& def = result.info;
|
|
|
|
|
|
def.modelId = modelId;
|
|
|
|
|
|
def.displayId = displayId;
|
|
|
|
|
|
def.skinTextureSlots = std::move(skinSlots);
|
|
|
|
|
|
def.hairTextureSlots = std::move(hairSlots);
|
|
|
|
|
|
|
|
|
|
|
|
std::vector<std::string> allPaths; // paths to pre-decode
|
|
|
|
|
|
|
|
|
|
|
|
// --- Baked skin texture ---
|
|
|
|
|
|
if (!extraCopy.bakeName.empty()) {
|
|
|
|
|
|
def.bakedSkinPath = "Textures\\BakedNpcTextures\\" + extraCopy.bakeName;
|
|
|
|
|
|
def.hasBakedSkin = true;
|
|
|
|
|
|
allPaths.push_back(def.bakedSkinPath);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// --- CharSections fallback (skin/face/underwear) ---
|
|
|
|
|
|
if (!def.hasBakedSkin) {
|
|
|
|
|
|
auto csDbc = am->loadDBC("CharSections.dbc");
|
|
|
|
|
|
if (csDbc) {
|
|
|
|
|
|
const auto* csL = pipeline::getActiveDBCLayout()
|
|
|
|
|
|
? pipeline::getActiveDBCLayout()->getLayout("CharSections") : nullptr;
|
|
|
|
|
|
auto csF = pipeline::detectCharSectionsFields(csDbc.get(), csL);
|
|
|
|
|
|
uint32_t npcRace = static_cast<uint32_t>(extraCopy.raceId);
|
|
|
|
|
|
uint32_t npcSex = static_cast<uint32_t>(extraCopy.sexId);
|
|
|
|
|
|
uint32_t npcSkin = static_cast<uint32_t>(extraCopy.skinId);
|
|
|
|
|
|
uint32_t npcFace = static_cast<uint32_t>(extraCopy.faceId);
|
|
|
|
|
|
std::string npcFaceLower, npcFaceUpper;
|
|
|
|
|
|
std::vector<std::string> npcUnderwear;
|
|
|
|
|
|
|
|
|
|
|
|
for (uint32_t r = 0; r < csDbc->getRecordCount(); r++) {
|
|
|
|
|
|
uint32_t rId = csDbc->getUInt32(r, csF.raceId);
|
|
|
|
|
|
uint32_t sId = csDbc->getUInt32(r, csF.sexId);
|
|
|
|
|
|
if (rId != npcRace || sId != npcSex) continue;
|
|
|
|
|
|
|
|
|
|
|
|
uint32_t section = csDbc->getUInt32(r, csF.baseSection);
|
|
|
|
|
|
uint32_t variation = csDbc->getUInt32(r, csF.variationIndex);
|
|
|
|
|
|
uint32_t color = csDbc->getUInt32(r, csF.colorIndex);
|
|
|
|
|
|
|
|
|
|
|
|
if (section == 0 && def.basePath.empty() && color == npcSkin) {
|
|
|
|
|
|
def.basePath = csDbc->getString(r, csF.texture1);
|
|
|
|
|
|
} else if (section == 1 && npcFaceLower.empty() &&
|
|
|
|
|
|
variation == npcFace && color == npcSkin) {
|
|
|
|
|
|
npcFaceLower = csDbc->getString(r, csF.texture1);
|
|
|
|
|
|
npcFaceUpper = csDbc->getString(r, csF.texture2);
|
|
|
|
|
|
} else if (section == 4 && npcUnderwear.empty() && color == npcSkin) {
|
|
|
|
|
|
for (uint32_t f = csF.texture1; f <= csF.texture1 + 2; f++) {
|
|
|
|
|
|
std::string tex = csDbc->getString(r, f);
|
|
|
|
|
|
if (!tex.empty()) npcUnderwear.push_back(tex);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (!def.basePath.empty()) {
|
|
|
|
|
|
allPaths.push_back(def.basePath);
|
|
|
|
|
|
if (!npcFaceLower.empty()) { def.overlayPaths.push_back(npcFaceLower); allPaths.push_back(npcFaceLower); }
|
|
|
|
|
|
if (!npcFaceUpper.empty()) { def.overlayPaths.push_back(npcFaceUpper); allPaths.push_back(npcFaceUpper); }
|
|
|
|
|
|
for (const auto& uw : npcUnderwear) { def.overlayPaths.push_back(uw); allPaths.push_back(uw); }
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// --- Equipment region layers (ItemDisplayInfo DBC) ---
|
|
|
|
|
|
auto idiDbc = am->loadDBC("ItemDisplayInfo.dbc");
|
|
|
|
|
|
if (idiDbc) {
|
|
|
|
|
|
static constexpr const char* componentDirs[] = {
|
|
|
|
|
|
"ArmUpperTexture", "ArmLowerTexture", "HandTexture",
|
|
|
|
|
|
"TorsoUpperTexture", "TorsoLowerTexture",
|
|
|
|
|
|
"LegUpperTexture", "LegLowerTexture", "FootTexture",
|
|
|
|
|
|
};
|
|
|
|
|
|
const auto* idiL = pipeline::getActiveDBCLayout()
|
|
|
|
|
|
? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr;
|
2026-04-03 22:05:38 -07:00
|
|
|
|
uint32_t texRegionFields[8];
|
|
|
|
|
|
pipeline::getItemDisplayInfoTextureFields(*idiDbc, idiL, texRegionFields);
|
2026-03-31 22:01:55 +03:00
|
|
|
|
const bool npcIsFemale = (extraCopy.sexId == 1);
|
|
|
|
|
|
const bool npcHasArmArmor = (extraCopy.equipDisplayId[7] != 0 || extraCopy.equipDisplayId[8] != 0);
|
|
|
|
|
|
|
|
|
|
|
|
auto regionAllowedForNpcSlot = [](int eqSlot, int region) -> bool {
|
|
|
|
|
|
switch (eqSlot) {
|
|
|
|
|
|
case 2: case 3: return region <= 4;
|
|
|
|
|
|
case 4: return false;
|
|
|
|
|
|
case 5: return region == 5 || region == 6;
|
|
|
|
|
|
case 6: return region == 7;
|
|
|
|
|
|
case 7: return false;
|
|
|
|
|
|
case 8: return region == 2;
|
|
|
|
|
|
case 9: return region == 3 || region == 4;
|
|
|
|
|
|
default: return false;
|
|
|
|
|
|
}
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
for (int eqSlot = 0; eqSlot < 11; eqSlot++) {
|
|
|
|
|
|
uint32_t did = extraCopy.equipDisplayId[eqSlot];
|
|
|
|
|
|
if (did == 0) continue;
|
|
|
|
|
|
int32_t recIdx = idiDbc->findRecordById(did);
|
|
|
|
|
|
if (recIdx < 0) continue;
|
|
|
|
|
|
|
|
|
|
|
|
for (int region = 0; region < 8; region++) {
|
|
|
|
|
|
if (!regionAllowedForNpcSlot(eqSlot, region)) continue;
|
|
|
|
|
|
if (eqSlot == 2 && !npcHasArmArmor && !(region == 3 || region == 4)) continue;
|
|
|
|
|
|
std::string texName = idiDbc->getString(
|
|
|
|
|
|
static_cast<uint32_t>(recIdx), texRegionFields[region]);
|
|
|
|
|
|
if (texName.empty()) continue;
|
|
|
|
|
|
|
|
|
|
|
|
std::string base = "Item\\TextureComponents\\" +
|
|
|
|
|
|
std::string(componentDirs[region]) + "\\" + texName;
|
|
|
|
|
|
std::string genderPath = base + (npcIsFemale ? "_F.blp" : "_M.blp");
|
|
|
|
|
|
std::string unisexPath = base + "_U.blp";
|
|
|
|
|
|
std::string basePath = base + ".blp";
|
|
|
|
|
|
std::string fullPath;
|
|
|
|
|
|
if (am->fileExists(genderPath)) fullPath = genderPath;
|
|
|
|
|
|
else if (am->fileExists(unisexPath)) fullPath = unisexPath;
|
|
|
|
|
|
else if (am->fileExists(basePath)) fullPath = basePath;
|
|
|
|
|
|
else continue;
|
|
|
|
|
|
|
|
|
|
|
|
def.regionLayers.emplace_back(region, fullPath);
|
|
|
|
|
|
allPaths.push_back(fullPath);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Determine compositing mode
|
|
|
|
|
|
if (!def.basePath.empty()) {
|
|
|
|
|
|
bool needsComposite = !def.overlayPaths.empty() || !def.regionLayers.empty();
|
|
|
|
|
|
if (needsComposite && !def.skinTextureSlots.empty()) {
|
|
|
|
|
|
def.hasComposite = true;
|
|
|
|
|
|
} else if (!def.skinTextureSlots.empty()) {
|
|
|
|
|
|
def.hasSimpleSkin = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// --- Hair texture from CharSections (section 3) ---
|
|
|
|
|
|
{
|
|
|
|
|
|
auto csDbc = am->loadDBC("CharSections.dbc");
|
|
|
|
|
|
if (csDbc) {
|
|
|
|
|
|
const auto* csL = pipeline::getActiveDBCLayout()
|
|
|
|
|
|
? pipeline::getActiveDBCLayout()->getLayout("CharSections") : nullptr;
|
|
|
|
|
|
auto csF = pipeline::detectCharSectionsFields(csDbc.get(), csL);
|
|
|
|
|
|
uint32_t targetRace = static_cast<uint32_t>(extraCopy.raceId);
|
|
|
|
|
|
uint32_t targetSex = static_cast<uint32_t>(extraCopy.sexId);
|
|
|
|
|
|
|
|
|
|
|
|
for (uint32_t r = 0; r < csDbc->getRecordCount(); r++) {
|
|
|
|
|
|
uint32_t raceId = csDbc->getUInt32(r, csF.raceId);
|
|
|
|
|
|
uint32_t sexId = csDbc->getUInt32(r, csF.sexId);
|
|
|
|
|
|
if (raceId != targetRace || sexId != targetSex) continue;
|
|
|
|
|
|
uint32_t section = csDbc->getUInt32(r, csF.baseSection);
|
|
|
|
|
|
if (section != 3) continue;
|
|
|
|
|
|
uint32_t variation = csDbc->getUInt32(r, csF.variationIndex);
|
|
|
|
|
|
uint32_t colorIdx = csDbc->getUInt32(r, csF.colorIndex);
|
|
|
|
|
|
if (variation != static_cast<uint32_t>(extraCopy.hairStyleId)) continue;
|
|
|
|
|
|
if (colorIdx != static_cast<uint32_t>(extraCopy.hairColorId)) continue;
|
|
|
|
|
|
def.hairTexturePath = csDbc->getString(r, csF.texture1);
|
|
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (!def.hairTexturePath.empty()) {
|
|
|
|
|
|
allPaths.push_back(def.hairTexturePath);
|
|
|
|
|
|
} else if (def.hasBakedSkin && !def.hairTextureSlots.empty()) {
|
|
|
|
|
|
def.useBakedForHair = true;
|
|
|
|
|
|
// bakedSkinPath already in allPaths
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// --- Pre-decode all BLP textures on this background thread ---
|
|
|
|
|
|
for (const auto& path : allPaths) {
|
|
|
|
|
|
std::string key = path;
|
|
|
|
|
|
std::replace(key.begin(), key.end(), '/', '\\');
|
|
|
|
|
|
std::transform(key.begin(), key.end(), key.begin(),
|
|
|
|
|
|
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
|
|
|
|
|
|
if (result.predecodedTextures.count(key)) continue;
|
|
|
|
|
|
auto blp = am->loadTexture(key);
|
|
|
|
|
|
if (blp.isValid()) {
|
|
|
|
|
|
result.predecodedTextures[key] = std::move(blp);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return result;
|
|
|
|
|
|
});
|
|
|
|
|
|
asyncNpcCompositeLoads_.push_back(std::move(load));
|
|
|
|
|
|
hasHumanoidTexture = true; // skip non-humanoid skin block
|
|
|
|
|
|
} else {
|
|
|
|
|
|
LOG_WARNING(" extraDisplayId ", dispData.extraDisplayId, " not found in humanoidExtraMap");
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Apply creature skin textures (for non-humanoid creatures)
|
|
|
|
|
|
if (!hasHumanoidTexture && modelData) {
|
|
|
|
|
|
auto resolveCreatureSkinPath = [&](const std::string& skinField) -> std::string {
|
|
|
|
|
|
if (skinField.empty()) return "";
|
|
|
|
|
|
|
|
|
|
|
|
std::string raw = skinField;
|
|
|
|
|
|
std::replace(raw.begin(), raw.end(), '/', '\\');
|
|
|
|
|
|
auto isSpace = [](unsigned char c) { return std::isspace(c) != 0; };
|
|
|
|
|
|
raw.erase(raw.begin(), std::find_if(raw.begin(), raw.end(), [&](unsigned char c) { return !isSpace(c); }));
|
|
|
|
|
|
raw.erase(std::find_if(raw.rbegin(), raw.rend(), [&](unsigned char c) { return !isSpace(c); }).base(), raw.end());
|
|
|
|
|
|
if (raw.empty()) return "";
|
|
|
|
|
|
|
|
|
|
|
|
auto hasBlpExt = [](const std::string& p) {
|
|
|
|
|
|
if (p.size() < 4) return false;
|
|
|
|
|
|
std::string ext = p.substr(p.size() - 4);
|
|
|
|
|
|
std::transform(ext.begin(), ext.end(), ext.begin(),
|
|
|
|
|
|
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
|
|
|
|
|
|
return ext == ".blp";
|
|
|
|
|
|
};
|
|
|
|
|
|
auto addCandidate = [](std::vector<std::string>& out, const std::string& p) {
|
|
|
|
|
|
if (p.empty()) return;
|
|
|
|
|
|
if (std::find(out.begin(), out.end(), p) == out.end()) out.push_back(p);
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
std::vector<std::string> candidates;
|
|
|
|
|
|
const bool hasDir = (raw.find('\\') != std::string::npos || raw.find('/') != std::string::npos);
|
|
|
|
|
|
const bool hasExt = hasBlpExt(raw);
|
|
|
|
|
|
|
|
|
|
|
|
if (hasDir) {
|
|
|
|
|
|
addCandidate(candidates, raw);
|
|
|
|
|
|
if (!hasExt) addCandidate(candidates, raw + ".blp");
|
|
|
|
|
|
} else {
|
|
|
|
|
|
addCandidate(candidates, modelDir + raw);
|
|
|
|
|
|
if (!hasExt) addCandidate(candidates, modelDir + raw + ".blp");
|
|
|
|
|
|
addCandidate(candidates, raw);
|
|
|
|
|
|
if (!hasExt) addCandidate(candidates, raw + ".blp");
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
for (const auto& c : candidates) {
|
|
|
|
|
|
if (assetManager_->fileExists(c)) return c;
|
|
|
|
|
|
}
|
|
|
|
|
|
return "";
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
for (size_t ti = 0; ti < modelData->textures.size(); ti++) {
|
|
|
|
|
|
const auto& tex = modelData->textures[ti];
|
|
|
|
|
|
std::string skinPath;
|
|
|
|
|
|
|
|
|
|
|
|
// Creature skin types: 11 = skin1, 12 = skin2, 13 = skin3
|
|
|
|
|
|
if (tex.type == 11 && !dispData.skin1.empty()) {
|
|
|
|
|
|
skinPath = resolveCreatureSkinPath(dispData.skin1);
|
|
|
|
|
|
} else if (tex.type == 12 && !dispData.skin2.empty()) {
|
|
|
|
|
|
skinPath = resolveCreatureSkinPath(dispData.skin2);
|
|
|
|
|
|
} else if (tex.type == 13 && !dispData.skin3.empty()) {
|
|
|
|
|
|
skinPath = resolveCreatureSkinPath(dispData.skin3);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (!skinPath.empty()) {
|
|
|
|
|
|
rendering::VkTexture* skinTex = charRenderer->loadTexture(skinPath);
|
|
|
|
|
|
if (skinTex) {
|
|
|
|
|
|
charRenderer->setModelTexture(modelId, static_cast<uint32_t>(ti), skinTex);
|
|
|
|
|
|
LOG_DEBUG("Applied creature skin texture: ", skinPath, " to slot ", ti);
|
|
|
|
|
|
}
|
|
|
|
|
|
} else if ((tex.type == 11 && !dispData.skin1.empty()) ||
|
|
|
|
|
|
(tex.type == 12 && !dispData.skin2.empty()) ||
|
|
|
|
|
|
(tex.type == 13 && !dispData.skin3.empty())) {
|
|
|
|
|
|
LOG_WARNING("Creature skin texture not found for displayId ", displayId,
|
|
|
|
|
|
" slot ", ti, " type ", tex.type,
|
|
|
|
|
|
" (skin fields: '", dispData.skin1, "', '",
|
|
|
|
|
|
dispData.skin2, "', '", dispData.skin3, "')");
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Clear pre-decoded cache after applying all display textures
|
|
|
|
|
|
charRenderer->setPredecodedBLPCache(nullptr);
|
|
|
|
|
|
displayIdPredecodedTextures_.erase(displayId);
|
|
|
|
|
|
{
|
|
|
|
|
|
auto texEnd = std::chrono::steady_clock::now();
|
|
|
|
|
|
float texMs = std::chrono::duration<float, std::milli>(texEnd - texStart).count();
|
|
|
|
|
|
if (texMs > 50.0f) {
|
|
|
|
|
|
LOG_WARNING("spawnCreature texture setup took ", texMs, "ms displayId=", displayId,
|
|
|
|
|
|
" hasPreDec=", hasPreDec, " extra=", dispData.extraDisplayId);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Use the entity's latest server-authoritative position rather than the stale spawn
|
|
|
|
|
|
// position. Movement packets (SMSG_MONSTER_MOVE) can arrive while a creature is still
|
|
|
|
|
|
// queued in pendingCreatureSpawns_ and get silently dropped. getLatestX/Y/Z returns
|
|
|
|
|
|
// the movement destination if the entity is mid-move, which is always up-to-date
|
|
|
|
|
|
// regardless of distance culling (unlike getX/Y/Z which requires updateMovement).
|
|
|
|
|
|
if (gameHandler_) {
|
|
|
|
|
|
if (auto entity = gameHandler_->getEntityManager().getEntity(guid)) {
|
|
|
|
|
|
x = entity->getLatestX();
|
|
|
|
|
|
y = entity->getLatestY();
|
|
|
|
|
|
z = entity->getLatestZ();
|
|
|
|
|
|
orientation = entity->getOrientation();
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Convert canonical → render coordinates
|
|
|
|
|
|
glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z));
|
|
|
|
|
|
|
|
|
|
|
|
// Keep authoritative server Z for online creature spawns.
|
|
|
|
|
|
// Terrain-based lifting can incorrectly move elevated NPCs (e.g. flight masters on
|
|
|
|
|
|
// Stormwind ramparts) to bad heights relative to WMO geometry.
|
|
|
|
|
|
|
|
|
|
|
|
// Convert canonical WoW orientation (0=north) -> render yaw (0=west)
|
|
|
|
|
|
float renderYaw = orientation + glm::radians(90.0f);
|
|
|
|
|
|
|
|
|
|
|
|
// Create instance (apply server-provided scale from OBJECT_FIELD_SCALE_X)
|
|
|
|
|
|
uint32_t instanceId = charRenderer->createInstance(modelId, renderPos,
|
|
|
|
|
|
glm::vec3(0.0f, 0.0f, renderYaw), scale);
|
|
|
|
|
|
|
|
|
|
|
|
if (instanceId == 0) {
|
|
|
|
|
|
LOG_WARNING("Failed to create creature instance for guid 0x", std::hex, guid, std::dec);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Per-instance hair/skin texture overrides — runs for ALL NPCs (including cached models)
|
|
|
|
|
|
// so that each NPC gets its own hair/skin color regardless of model sharing.
|
|
|
|
|
|
// Uses pre-built CharSections cache (O(1) lookup instead of O(N) DBC scan).
|
|
|
|
|
|
{
|
|
|
|
|
|
if (!charSectionsCacheBuilt_) buildCharSectionsCache();
|
|
|
|
|
|
auto itDD = displayDataMap_.find(displayId);
|
|
|
|
|
|
if (itDD != displayDataMap_.end() && itDD->second.extraDisplayId != 0) {
|
|
|
|
|
|
auto itExtra2 = humanoidExtraMap_.find(itDD->second.extraDisplayId);
|
|
|
|
|
|
if (itExtra2 != humanoidExtraMap_.end()) {
|
|
|
|
|
|
const auto& extra = itExtra2->second;
|
|
|
|
|
|
const auto* md = charRenderer->getModelData(modelId);
|
|
|
|
|
|
if (md) {
|
|
|
|
|
|
// Look up hair texture (section 3) via cache
|
|
|
|
|
|
rendering::VkTexture* whiteTex = charRenderer->loadTexture("");
|
|
|
|
|
|
std::string hairPath = lookupCharSection(
|
|
|
|
|
|
extra.raceId, extra.sexId, 3, extra.hairStyleId, extra.hairColorId, 0);
|
|
|
|
|
|
if (!hairPath.empty()) {
|
|
|
|
|
|
rendering::VkTexture* hairTex = charRenderer->loadTexture(hairPath);
|
|
|
|
|
|
if (hairTex && hairTex != whiteTex) {
|
|
|
|
|
|
for (size_t ti = 0; ti < md->textures.size(); ti++) {
|
|
|
|
|
|
if (md->textures[ti].type == 6) {
|
|
|
|
|
|
charRenderer->setTextureSlotOverride(instanceId, static_cast<uint16_t>(ti), hairTex);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Look up skin texture (section 0) for per-instance skin color.
|
|
|
|
|
|
// Skip when the NPC has a baked texture or composited equipment —
|
|
|
|
|
|
// those already encode armor over skin and must not be replaced.
|
|
|
|
|
|
bool hasEquipOrBake = !extra.bakeName.empty();
|
|
|
|
|
|
if (!hasEquipOrBake) {
|
|
|
|
|
|
for (int s = 0; s < 11 && !hasEquipOrBake; s++)
|
|
|
|
|
|
if (extra.equipDisplayId[s] != 0) hasEquipOrBake = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (!hasEquipOrBake) {
|
|
|
|
|
|
std::string skinPath = lookupCharSection(
|
|
|
|
|
|
extra.raceId, extra.sexId, 0, 0, extra.skinId, 0);
|
|
|
|
|
|
if (!skinPath.empty()) {
|
|
|
|
|
|
rendering::VkTexture* skinTex = charRenderer->loadTexture(skinPath);
|
|
|
|
|
|
if (skinTex) {
|
|
|
|
|
|
for (size_t ti = 0; ti < md->textures.size(); ti++) {
|
|
|
|
|
|
uint32_t tt = md->textures[ti].type;
|
|
|
|
|
|
if (tt == 1 || tt == 11) {
|
|
|
|
|
|
charRenderer->setTextureSlotOverride(instanceId, static_cast<uint16_t>(ti), skinTex);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Optional humanoid NPC geoset mask. Disabled by default because forcing geosets
|
|
|
|
|
|
// causes long-standing visual artifacts on some models (missing waist, phantom
|
|
|
|
|
|
// bracers, flickering apron overlays). Prefer model defaults.
|
|
|
|
|
|
static constexpr bool kEnableNpcSafeGeosetMask = false;
|
|
|
|
|
|
if (kEnableNpcSafeGeosetMask &&
|
|
|
|
|
|
itDisplayData != displayDataMap_.end() &&
|
|
|
|
|
|
itDisplayData->second.extraDisplayId != 0) {
|
|
|
|
|
|
auto itExtra = humanoidExtraMap_.find(itDisplayData->second.extraDisplayId);
|
|
|
|
|
|
if (itExtra != humanoidExtraMap_.end()) {
|
|
|
|
|
|
const auto& extra = itExtra->second;
|
|
|
|
|
|
std::unordered_set<uint16_t> safeGeosets;
|
|
|
|
|
|
std::unordered_set<uint16_t> modelGeosets;
|
|
|
|
|
|
std::unordered_map<uint16_t, uint16_t> firstGeosetByGroup;
|
|
|
|
|
|
if (const auto* md = charRenderer->getModelData(modelId)) {
|
|
|
|
|
|
for (const auto& b : md->batches) {
|
|
|
|
|
|
const uint16_t sid = b.submeshId;
|
|
|
|
|
|
modelGeosets.insert(sid);
|
|
|
|
|
|
const uint16_t group = static_cast<uint16_t>(sid / 100);
|
|
|
|
|
|
auto it = firstGeosetByGroup.find(group);
|
|
|
|
|
|
if (it == firstGeosetByGroup.end() || sid < it->second) {
|
|
|
|
|
|
firstGeosetByGroup[group] = sid;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
auto addSafeGeoset = [&](uint16_t preferredId) {
|
|
|
|
|
|
if (preferredId < 100 || modelGeosets.empty()) {
|
|
|
|
|
|
safeGeosets.insert(preferredId);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (modelGeosets.count(preferredId) > 0) {
|
|
|
|
|
|
safeGeosets.insert(preferredId);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
const uint16_t group = static_cast<uint16_t>(preferredId / 100);
|
|
|
|
|
|
auto it = firstGeosetByGroup.find(group);
|
|
|
|
|
|
if (it != firstGeosetByGroup.end()) {
|
|
|
|
|
|
safeGeosets.insert(it->second);
|
|
|
|
|
|
}
|
|
|
|
|
|
};
|
|
|
|
|
|
uint16_t hairGeoset = 1;
|
|
|
|
|
|
uint32_t hairKey = (static_cast<uint32_t>(extra.raceId) << 16) |
|
|
|
|
|
|
(static_cast<uint32_t>(extra.sexId) << 8) |
|
|
|
|
|
|
static_cast<uint32_t>(extra.hairStyleId);
|
|
|
|
|
|
auto itHairGeo = hairGeosetMap_.find(hairKey);
|
|
|
|
|
|
if (itHairGeo != hairGeosetMap_.end() && itHairGeo->second > 0) {
|
|
|
|
|
|
hairGeoset = itHairGeo->second;
|
|
|
|
|
|
}
|
|
|
|
|
|
const uint16_t selectedHairScalp = (hairGeoset > 0 ? hairGeoset : 1);
|
|
|
|
|
|
std::unordered_set<uint16_t> hairScalpGeosetsForRaceSex;
|
|
|
|
|
|
for (const auto& [k, v] : hairGeosetMap_) {
|
|
|
|
|
|
uint8_t race = static_cast<uint8_t>((k >> 16) & 0xFF);
|
|
|
|
|
|
uint8_t sex = static_cast<uint8_t>((k >> 8) & 0xFF);
|
|
|
|
|
|
if (race == extra.raceId && sex == extra.sexId && v > 0 && v < 100) {
|
|
|
|
|
|
hairScalpGeosetsForRaceSex.insert(v);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
// Group 0 contains both base body parts and race/sex hair scalp variants.
|
|
|
|
|
|
// Keep all non-hair body submeshes, but only the selected hair scalp.
|
|
|
|
|
|
for (uint16_t sid : modelGeosets) {
|
|
|
|
|
|
if (sid >= 100) continue;
|
|
|
|
|
|
if (hairScalpGeosetsForRaceSex.count(sid) > 0 && sid != selectedHairScalp) continue;
|
|
|
|
|
|
safeGeosets.insert(sid);
|
|
|
|
|
|
}
|
|
|
|
|
|
safeGeosets.insert(selectedHairScalp);
|
|
|
|
|
|
addSafeGeoset(static_cast<uint16_t>(100 + std::max<uint16_t>(hairGeoset, 1)));
|
|
|
|
|
|
|
|
|
|
|
|
uint32_t facialKey = (static_cast<uint32_t>(extra.raceId) << 16) |
|
|
|
|
|
|
(static_cast<uint32_t>(extra.sexId) << 8) |
|
|
|
|
|
|
static_cast<uint32_t>(extra.facialHairId);
|
|
|
|
|
|
auto itFacial = facialHairGeosetMap_.find(facialKey);
|
|
|
|
|
|
if (itFacial != facialHairGeosetMap_.end()) {
|
|
|
|
|
|
const auto& fhg = itFacial->second;
|
|
|
|
|
|
addSafeGeoset(static_cast<uint16_t>(200 + std::max<uint16_t>(fhg.geoset200, 1)));
|
|
|
|
|
|
addSafeGeoset(static_cast<uint16_t>(300 + std::max<uint16_t>(fhg.geoset300, 1)));
|
|
|
|
|
|
} else {
|
|
|
|
|
|
addSafeGeoset(201);
|
|
|
|
|
|
addSafeGeoset(301);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Force pants (1301) and avoid robe skirt variants unless we re-enable full slot-accurate geosets.
|
|
|
|
|
|
addSafeGeoset(301);
|
|
|
|
|
|
addSafeGeoset(kGeosetBareForearms);
|
|
|
|
|
|
addSafeGeoset(402);
|
|
|
|
|
|
addSafeGeoset(501);
|
|
|
|
|
|
addSafeGeoset(701);
|
|
|
|
|
|
addSafeGeoset(kGeosetBareSleeves);
|
|
|
|
|
|
addSafeGeoset(901);
|
|
|
|
|
|
addSafeGeoset(kGeosetDefaultTabard);
|
|
|
|
|
|
addSafeGeoset(kGeosetBarePants);
|
|
|
|
|
|
addSafeGeoset(kGeosetBareFeet);
|
|
|
|
|
|
|
|
|
|
|
|
charRenderer->setActiveGeosets(instanceId, safeGeosets);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// NOTE: Custom humanoid NPC geoset/equipment overrides are currently too
|
|
|
|
|
|
// aggressive and can make NPCs invisible (targetable but not rendered).
|
|
|
|
|
|
// Keep default model geosets for online creatures until this path is made
|
|
|
|
|
|
// data-accurate per display model.
|
|
|
|
|
|
static constexpr bool kEnableNpcHumanoidOverrides = false;
|
|
|
|
|
|
|
|
|
|
|
|
// Set geosets for humanoid NPCs based on CreatureDisplayInfoExtra
|
|
|
|
|
|
if (kEnableNpcHumanoidOverrides &&
|
|
|
|
|
|
itDisplayData != displayDataMap_.end() &&
|
|
|
|
|
|
itDisplayData->second.extraDisplayId != 0) {
|
|
|
|
|
|
auto itExtra = humanoidExtraMap_.find(itDisplayData->second.extraDisplayId);
|
|
|
|
|
|
if (itExtra != humanoidExtraMap_.end()) {
|
|
|
|
|
|
const auto& extra = itExtra->second;
|
|
|
|
|
|
std::unordered_set<uint16_t> activeGeosets;
|
|
|
|
|
|
|
|
|
|
|
|
// Group 0: body base (id=0 always) + hair scalp mesh from CharHairGeosets.dbc
|
|
|
|
|
|
activeGeosets.insert(0); // Body base mesh
|
|
|
|
|
|
|
|
|
|
|
|
// Hair: CharHairGeosets.dbc maps (race, sex, hairStyleId) → group 0 scalp submeshId
|
|
|
|
|
|
uint32_t hairKey = (static_cast<uint32_t>(extra.raceId) << 16) |
|
|
|
|
|
|
(static_cast<uint32_t>(extra.sexId) << 8) |
|
|
|
|
|
|
static_cast<uint32_t>(extra.hairStyleId);
|
|
|
|
|
|
auto itHairGeo = hairGeosetMap_.find(hairKey);
|
|
|
|
|
|
uint16_t hairScalpId = (itHairGeo != hairGeosetMap_.end()) ? itHairGeo->second : 0;
|
|
|
|
|
|
if (hairScalpId > 0) {
|
|
|
|
|
|
activeGeosets.insert(hairScalpId); // Group 0 scalp/hair mesh
|
|
|
|
|
|
activeGeosets.insert(static_cast<uint16_t>(100 + hairScalpId)); // Group 1 connector (if exists)
|
|
|
|
|
|
} else {
|
|
|
|
|
|
// Bald (geosetId=0): body base has a hole at the crown, so include
|
|
|
|
|
|
// submeshId=1 (bald scalp cap with body skin texture) to cover it.
|
|
|
|
|
|
activeGeosets.insert(1); // Group 0 bald scalp mesh
|
|
|
|
|
|
activeGeosets.insert(kGeosetDefaultConnector); // Group 1 connector
|
|
|
|
|
|
}
|
|
|
|
|
|
uint16_t hairGeoset = (hairScalpId > 0) ? hairScalpId : 1;
|
|
|
|
|
|
|
|
|
|
|
|
// Facial hair geosets from CharFacialHairStyles.dbc lookup
|
|
|
|
|
|
uint32_t facialKey = (static_cast<uint32_t>(extra.raceId) << 16) |
|
|
|
|
|
|
(static_cast<uint32_t>(extra.sexId) << 8) |
|
|
|
|
|
|
static_cast<uint32_t>(extra.facialHairId);
|
|
|
|
|
|
auto itFacial = facialHairGeosetMap_.find(facialKey);
|
|
|
|
|
|
if (itFacial != facialHairGeosetMap_.end()) {
|
|
|
|
|
|
const auto& fhg = itFacial->second;
|
|
|
|
|
|
// DBC values are variation indices within each group; add group base
|
|
|
|
|
|
activeGeosets.insert(static_cast<uint16_t>(100 + std::max(fhg.geoset100, static_cast<uint16_t>(1))));
|
|
|
|
|
|
activeGeosets.insert(static_cast<uint16_t>(300 + std::max(fhg.geoset300, static_cast<uint16_t>(1))));
|
|
|
|
|
|
activeGeosets.insert(static_cast<uint16_t>(200 + std::max(fhg.geoset200, static_cast<uint16_t>(1))));
|
|
|
|
|
|
} else {
|
|
|
|
|
|
activeGeosets.insert(kGeosetDefaultConnector); // Default group 1: no extra
|
|
|
|
|
|
activeGeosets.insert(201); // Default group 2: no facial hair
|
|
|
|
|
|
activeGeosets.insert(301); // Default group 3: no facial hair
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Default equipment geosets (bare/no armor)
|
|
|
|
|
|
// CharGeosets: group 4=gloves(forearm), 5=boots(shin), 8=sleeves, 12=tabard, 13=pants
|
|
|
|
|
|
std::unordered_set<uint16_t> modelGeosets;
|
|
|
|
|
|
std::unordered_map<uint16_t, uint16_t> firstByGroup;
|
|
|
|
|
|
if (const auto* md = charRenderer->getModelData(modelId)) {
|
|
|
|
|
|
for (const auto& b : md->batches) {
|
|
|
|
|
|
const uint16_t sid = b.submeshId;
|
|
|
|
|
|
modelGeosets.insert(sid);
|
|
|
|
|
|
const uint16_t group = static_cast<uint16_t>(sid / 100);
|
|
|
|
|
|
auto it = firstByGroup.find(group);
|
|
|
|
|
|
if (it == firstByGroup.end() || sid < it->second) {
|
|
|
|
|
|
firstByGroup[group] = sid;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
auto pickGeoset = [&](uint16_t preferred, uint16_t group) -> uint16_t {
|
|
|
|
|
|
if (preferred != 0 && modelGeosets.count(preferred) > 0) return preferred;
|
|
|
|
|
|
auto it = firstByGroup.find(group);
|
|
|
|
|
|
if (it != firstByGroup.end()) return it->second;
|
|
|
|
|
|
return preferred;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
uint16_t geosetGloves = pickGeoset(kGeosetBareForearms, 4);
|
|
|
|
|
|
uint16_t geosetBoots = pickGeoset(kGeosetBareShins, 5);
|
|
|
|
|
|
uint16_t geosetSleeves = pickGeoset(kGeosetBareSleeves, 8);
|
|
|
|
|
|
uint16_t geosetPants = pickGeoset(kGeosetBarePants, 13);
|
|
|
|
|
|
uint16_t geosetCape = 0; // Group 15 disabled unless cape is equipped
|
|
|
|
|
|
uint16_t geosetTabard = pickGeoset(kGeosetDefaultTabard, 12);
|
|
|
|
|
|
uint16_t geosetBelt = 0; // Group 18 disabled unless belt is equipped
|
|
|
|
|
|
rendering::VkTexture* npcCapeTextureId = nullptr;
|
|
|
|
|
|
|
|
|
|
|
|
// Load equipment geosets from ItemDisplayInfo.dbc
|
|
|
|
|
|
// DBC columns: 7=GeosetGroup[0], 8=GeosetGroup[1], 9=GeosetGroup[2]
|
|
|
|
|
|
auto itemDisplayDbc = assetManager_->loadDBC("ItemDisplayInfo.dbc");
|
|
|
|
|
|
const auto* idiL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr;
|
|
|
|
|
|
if (itemDisplayDbc) {
|
|
|
|
|
|
// Equipment slots: 0=helm, 1=shoulder, 2=shirt, 3=chest, 4=belt, 5=legs, 6=feet, 7=wrist, 8=hands, 9=tabard, 10=cape
|
|
|
|
|
|
const uint32_t fGG1 = idiL ? (*idiL)["GeosetGroup1"] : 7;
|
|
|
|
|
|
|
|
|
|
|
|
auto readGeosetGroup = [&](int slot, const char* slotName) -> uint32_t {
|
|
|
|
|
|
uint32_t did = extra.equipDisplayId[slot];
|
|
|
|
|
|
if (did == 0) return 0;
|
|
|
|
|
|
int32_t idx = itemDisplayDbc->findRecordById(did);
|
|
|
|
|
|
if (idx < 0) {
|
|
|
|
|
|
LOG_DEBUG("NPC equip slot ", slotName, " displayId=", did, " NOT FOUND in ItemDisplayInfo.dbc");
|
|
|
|
|
|
return 0;
|
|
|
|
|
|
}
|
|
|
|
|
|
uint32_t gg = itemDisplayDbc->getUInt32(static_cast<uint32_t>(idx), fGG1);
|
|
|
|
|
|
LOG_DEBUG("NPC equip slot ", slotName, " displayId=", did, " GeosetGroup1=", gg);
|
|
|
|
|
|
return gg;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// Chest (slot 3) → group 8 (sleeves/wristbands)
|
|
|
|
|
|
{
|
|
|
|
|
|
uint32_t gg = readGeosetGroup(3, "chest");
|
|
|
|
|
|
if (gg > 0) geosetSleeves = pickGeoset(static_cast<uint16_t>(kGeosetBareSleeves + gg), 8);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Legs (slot 5) → group 13 (trousers)
|
|
|
|
|
|
{
|
|
|
|
|
|
uint32_t gg = readGeosetGroup(5, "legs");
|
|
|
|
|
|
if (gg > 0) geosetPants = pickGeoset(static_cast<uint16_t>(kGeosetBarePants + gg), 13);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Feet (slot 6) → group 5 (boots/shins)
|
|
|
|
|
|
{
|
|
|
|
|
|
uint32_t gg = readGeosetGroup(6, "feet");
|
|
|
|
|
|
if (gg > 0) geosetBoots = pickGeoset(static_cast<uint16_t>(501 + gg), 5);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Hands (slot 8) → group 4 (gloves/forearms)
|
|
|
|
|
|
{
|
|
|
|
|
|
uint32_t gg = readGeosetGroup(8, "hands");
|
|
|
|
|
|
if (gg > 0) geosetGloves = pickGeoset(static_cast<uint16_t>(kGeosetBareForearms + gg), 4);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Wrists (slot 7) → group 8 (sleeves, only if chest didn't set it)
|
|
|
|
|
|
{
|
|
|
|
|
|
uint32_t gg = readGeosetGroup(7, "wrist");
|
|
|
|
|
|
if (gg > 0 && geosetSleeves == pickGeoset(kGeosetBareSleeves, 8))
|
|
|
|
|
|
geosetSleeves = pickGeoset(static_cast<uint16_t>(kGeosetBareSleeves + gg), 8);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Belt (slot 4) → group 18 (buckle)
|
|
|
|
|
|
{
|
|
|
|
|
|
uint32_t gg = readGeosetGroup(4, "belt");
|
|
|
|
|
|
if (gg > 0) geosetBelt = static_cast<uint16_t>(1801 + gg);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Tabard (slot 9) → group 12 (tabard/robe mesh)
|
|
|
|
|
|
{
|
|
|
|
|
|
uint32_t gg = readGeosetGroup(9, "tabard");
|
|
|
|
|
|
if (gg > 0) geosetTabard = pickGeoset(static_cast<uint16_t>(1200 + gg), 12);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Cape (slot 10) → group 15
|
|
|
|
|
|
if (extra.equipDisplayId[10] != 0) {
|
|
|
|
|
|
int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[10]);
|
|
|
|
|
|
if (idx >= 0) {
|
|
|
|
|
|
geosetCape = kGeosetWithCape;
|
|
|
|
|
|
const bool npcIsFemale = (extra.sexId == 1);
|
|
|
|
|
|
const uint32_t leftTexField = idiL ? (*idiL)["LeftModelTexture"] : 3u;
|
|
|
|
|
|
std::vector<std::string> capeNames;
|
|
|
|
|
|
auto addName = [&](const std::string& n) {
|
|
|
|
|
|
if (!n.empty() && std::find(capeNames.begin(), capeNames.end(), n) == capeNames.end()) {
|
|
|
|
|
|
capeNames.push_back(n);
|
|
|
|
|
|
}
|
|
|
|
|
|
};
|
|
|
|
|
|
std::string leftName = itemDisplayDbc->getString(static_cast<uint32_t>(idx), leftTexField);
|
|
|
|
|
|
addName(leftName);
|
|
|
|
|
|
|
|
|
|
|
|
auto hasBlpExt = [](const std::string& p) {
|
|
|
|
|
|
if (p.size() < 4) return false;
|
|
|
|
|
|
std::string ext = p.substr(p.size() - 4);
|
|
|
|
|
|
std::transform(ext.begin(), ext.end(), ext.begin(),
|
|
|
|
|
|
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
|
|
|
|
|
|
return ext == ".blp";
|
|
|
|
|
|
};
|
|
|
|
|
|
std::vector<std::string> capeCandidates;
|
|
|
|
|
|
auto addCapeCandidate = [&](const std::string& p) {
|
|
|
|
|
|
if (p.empty()) return;
|
|
|
|
|
|
if (std::find(capeCandidates.begin(), capeCandidates.end(), p) == capeCandidates.end()) {
|
|
|
|
|
|
capeCandidates.push_back(p);
|
|
|
|
|
|
}
|
|
|
|
|
|
};
|
|
|
|
|
|
for (const auto& nameRaw : capeNames) {
|
|
|
|
|
|
std::string name = nameRaw;
|
|
|
|
|
|
std::replace(name.begin(), name.end(), '/', '\\');
|
|
|
|
|
|
const bool hasDir = (name.find('\\') != std::string::npos);
|
|
|
|
|
|
const bool hasExt = hasBlpExt(name);
|
|
|
|
|
|
if (hasDir) {
|
|
|
|
|
|
addCapeCandidate(name);
|
|
|
|
|
|
if (!hasExt) addCapeCandidate(name + ".blp");
|
|
|
|
|
|
} else {
|
|
|
|
|
|
std::string baseObj = "Item\\ObjectComponents\\Cape\\" + name;
|
|
|
|
|
|
std::string baseTex = "Item\\TextureComponents\\Cape\\" + name;
|
|
|
|
|
|
addCapeCandidate(baseObj);
|
|
|
|
|
|
addCapeCandidate(baseTex);
|
|
|
|
|
|
if (!hasExt) {
|
|
|
|
|
|
addCapeCandidate(baseObj + ".blp");
|
|
|
|
|
|
addCapeCandidate(baseTex + ".blp");
|
|
|
|
|
|
}
|
|
|
|
|
|
addCapeCandidate(baseObj + (npcIsFemale ? "_F.blp" : "_M.blp"));
|
|
|
|
|
|
addCapeCandidate(baseObj + "_U.blp");
|
|
|
|
|
|
addCapeCandidate(baseTex + (npcIsFemale ? "_F.blp" : "_M.blp"));
|
|
|
|
|
|
addCapeCandidate(baseTex + "_U.blp");
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
const rendering::VkTexture* whiteTex = charRenderer->loadTexture("");
|
|
|
|
|
|
for (const auto& candidate : capeCandidates) {
|
|
|
|
|
|
rendering::VkTexture* tex = charRenderer->loadTexture(candidate);
|
|
|
|
|
|
if (tex && tex != whiteTex) {
|
|
|
|
|
|
npcCapeTextureId = tex;
|
|
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Apply equipment geosets
|
|
|
|
|
|
activeGeosets.insert(geosetGloves);
|
|
|
|
|
|
activeGeosets.insert(geosetBoots);
|
|
|
|
|
|
activeGeosets.insert(geosetSleeves);
|
|
|
|
|
|
activeGeosets.insert(geosetPants);
|
|
|
|
|
|
if (geosetCape != 0) {
|
|
|
|
|
|
activeGeosets.insert(geosetCape);
|
|
|
|
|
|
}
|
|
|
|
|
|
if (geosetTabard != 0) {
|
|
|
|
|
|
activeGeosets.insert(geosetTabard);
|
|
|
|
|
|
}
|
|
|
|
|
|
if (geosetBelt != 0) {
|
|
|
|
|
|
activeGeosets.insert(geosetBelt);
|
|
|
|
|
|
}
|
|
|
|
|
|
activeGeosets.insert(pickGeoset(kGeosetDefaultEars, 7));
|
|
|
|
|
|
activeGeosets.insert(pickGeoset(kGeosetDefaultKneepads, 9));
|
|
|
|
|
|
activeGeosets.insert(pickGeoset(kGeosetBareFeet, 20));
|
|
|
|
|
|
// Keep all model-present torso variants active to avoid missing male
|
|
|
|
|
|
// abdomen/waist sections when a single 5xx pick is wrong.
|
|
|
|
|
|
for (uint16_t sid : modelGeosets) {
|
|
|
|
|
|
if ((sid / 100) == 5) activeGeosets.insert(sid);
|
|
|
|
|
|
}
|
|
|
|
|
|
// Keep all model-present pelvis variants active to avoid missing waist/belt
|
|
|
|
|
|
// sections on some humanoid males when a single 9xx variant is wrong.
|
|
|
|
|
|
for (uint16_t sid : modelGeosets) {
|
|
|
|
|
|
if ((sid / 100) == 9) activeGeosets.insert(sid);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Hide hair under helmets: replace style-specific scalp with bald scalp
|
|
|
|
|
|
if (extra.equipDisplayId[0] != 0 && hairGeoset > 1) {
|
|
|
|
|
|
activeGeosets.erase(hairGeoset); // Remove style scalp
|
|
|
|
|
|
activeGeosets.erase(static_cast<uint16_t>(100 + hairGeoset)); // Remove style group 1
|
|
|
|
|
|
activeGeosets.insert(1); // Bald scalp cap (group 0)
|
|
|
|
|
|
activeGeosets.insert(kGeosetDefaultConnector); // Default group 1 connector
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
charRenderer->setActiveGeosets(instanceId, activeGeosets);
|
|
|
|
|
|
if (geosetCape != 0 && npcCapeTextureId) {
|
|
|
|
|
|
charRenderer->setGroupTextureOverride(instanceId, 15, npcCapeTextureId);
|
|
|
|
|
|
if (const auto* md = charRenderer->getModelData(modelId)) {
|
|
|
|
|
|
for (size_t ti = 0; ti < md->textures.size(); ti++) {
|
|
|
|
|
|
if (md->textures[ti].type == 2) {
|
|
|
|
|
|
charRenderer->setTextureSlotOverride(instanceId, static_cast<uint16_t>(ti), npcCapeTextureId);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
LOG_DEBUG("Set humanoid geosets: hair=", static_cast<int>(hairGeoset),
|
|
|
|
|
|
" sleeves=", geosetSleeves, " pants=", geosetPants,
|
|
|
|
|
|
" boots=", geosetBoots, " gloves=", geosetGloves);
|
|
|
|
|
|
|
|
|
|
|
|
// NOTE: NPC helmet attachment with fallback logic to use bone 0 if attachment
|
|
|
|
|
|
// point 11 is missing. This improves compatibility with models that don't have
|
|
|
|
|
|
// attachment 11 explicitly defined.
|
|
|
|
|
|
static constexpr bool kEnableNpcHelmetAttachmentsMainPath = true;
|
|
|
|
|
|
// Load and attach helmet model if equipped
|
|
|
|
|
|
if (kEnableNpcHelmetAttachmentsMainPath && extra.equipDisplayId[0] != 0 && itemDisplayDbc) {
|
|
|
|
|
|
int32_t helmIdx = itemDisplayDbc->findRecordById(extra.equipDisplayId[0]);
|
|
|
|
|
|
if (helmIdx >= 0) {
|
|
|
|
|
|
// Get helmet model name from ItemDisplayInfo.dbc (LeftModel)
|
|
|
|
|
|
std::string helmModelName = itemDisplayDbc->getString(static_cast<uint32_t>(helmIdx), idiL ? (*idiL)["LeftModel"] : 1);
|
|
|
|
|
|
if (!helmModelName.empty()) {
|
|
|
|
|
|
// Convert .mdx to .m2
|
|
|
|
|
|
size_t dotPos = helmModelName.rfind('.');
|
|
|
|
|
|
if (dotPos != std::string::npos) {
|
|
|
|
|
|
helmModelName = helmModelName.substr(0, dotPos);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// WoW helmet M2 files have per-race/gender variants with a suffix
|
|
|
|
|
|
// e.g. Helm_Plate_B_01Stormwind_HuM.M2 for Human Male
|
|
|
|
|
|
// ChrRaces.dbc ClientPrefix values (raceId → prefix):
|
|
|
|
|
|
static const std::unordered_map<uint8_t, std::string> racePrefix = {
|
|
|
|
|
|
{1, "Hu"}, {2, "Or"}, {3, "Dw"}, {4, "Ni"}, {5, "Sc"},
|
|
|
|
|
|
{6, "Ta"}, {7, "Gn"}, {8, "Tr"}, {10, "Be"}, {11, "Dr"}
|
|
|
|
|
|
};
|
|
|
|
|
|
std::string genderSuffix = (extra.sexId == 0) ? "M" : "F";
|
|
|
|
|
|
std::string raceSuffix;
|
|
|
|
|
|
auto itRace = racePrefix.find(extra.raceId);
|
|
|
|
|
|
if (itRace != racePrefix.end()) {
|
|
|
|
|
|
raceSuffix = "_" + itRace->second + genderSuffix;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Try race/gender-specific variant first, then base name
|
|
|
|
|
|
std::string helmPath;
|
|
|
|
|
|
std::vector<uint8_t> helmData;
|
|
|
|
|
|
if (!raceSuffix.empty()) {
|
|
|
|
|
|
helmPath = "Item\\ObjectComponents\\Head\\" + helmModelName + raceSuffix + ".m2";
|
|
|
|
|
|
helmData = assetManager_->readFile(helmPath);
|
|
|
|
|
|
}
|
|
|
|
|
|
if (helmData.empty()) {
|
|
|
|
|
|
helmPath = "Item\\ObjectComponents\\Head\\" + helmModelName + ".m2";
|
|
|
|
|
|
helmData = assetManager_->readFile(helmPath);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (!helmData.empty()) {
|
|
|
|
|
|
auto helmModel = pipeline::M2Loader::load(helmData);
|
|
|
|
|
|
// Load skin (only for WotLK M2s)
|
|
|
|
|
|
std::string skinPath = helmPath.substr(0, helmPath.size() - 3) + "00.skin";
|
|
|
|
|
|
auto skinData = assetManager_->readFile(skinPath);
|
|
|
|
|
|
if (!skinData.empty() && helmModel.version >= 264) {
|
|
|
|
|
|
pipeline::M2Loader::loadSkin(skinData, helmModel);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (helmModel.isValid()) {
|
|
|
|
|
|
// Attachment point 11 = Head
|
|
|
|
|
|
uint32_t helmModelId = nextCreatureModelId_++;
|
|
|
|
|
|
// Get texture from ItemDisplayInfo (LeftModelTexture)
|
|
|
|
|
|
std::string helmTexName = itemDisplayDbc->getString(static_cast<uint32_t>(helmIdx), idiL ? (*idiL)["LeftModelTexture"] : 3);
|
|
|
|
|
|
std::string helmTexPath;
|
|
|
|
|
|
if (!helmTexName.empty()) {
|
|
|
|
|
|
// Try race/gender suffixed texture first
|
|
|
|
|
|
if (!raceSuffix.empty()) {
|
|
|
|
|
|
std::string suffixedTex = "Item\\ObjectComponents\\Head\\" + helmTexName + raceSuffix + ".blp";
|
|
|
|
|
|
if (assetManager_->fileExists(suffixedTex)) {
|
|
|
|
|
|
helmTexPath = suffixedTex;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
if (helmTexPath.empty()) {
|
|
|
|
|
|
helmTexPath = "Item\\ObjectComponents\\Head\\" + helmTexName + ".blp";
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
bool attached = charRenderer->attachWeapon(instanceId, 0, helmModel, helmModelId, helmTexPath);
|
|
|
|
|
|
if (!attached) {
|
|
|
|
|
|
attached = charRenderer->attachWeapon(instanceId, 11, helmModel, helmModelId, helmTexPath);
|
|
|
|
|
|
}
|
|
|
|
|
|
if (attached) {
|
|
|
|
|
|
LOG_DEBUG("Attached helmet model: ", helmPath, " tex: ", helmTexPath);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// NPC shoulder attachment: slot 1 = shoulder in the NPC equipment array.
|
|
|
|
|
|
// Shoulders have TWO M2 models (left + right) at attachment points 5 and 6.
|
|
|
|
|
|
if (extra.equipDisplayId[1] != 0) {
|
|
|
|
|
|
int32_t shoulderIdx = itemDisplayDbc->findRecordById(extra.equipDisplayId[1]);
|
|
|
|
|
|
if (shoulderIdx >= 0) {
|
|
|
|
|
|
const uint32_t leftModelField = idiL ? (*idiL)["LeftModel"] : 1u;
|
|
|
|
|
|
const uint32_t rightModelField = idiL ? (*idiL)["RightModel"] : 2u;
|
|
|
|
|
|
const uint32_t leftTexFieldS = idiL ? (*idiL)["LeftModelTexture"] : 3u;
|
|
|
|
|
|
const uint32_t rightTexFieldS = idiL ? (*idiL)["RightModelTexture"] : 4u;
|
|
|
|
|
|
|
|
|
|
|
|
static const std::unordered_map<uint8_t, std::string> shoulderRacePrefix = {
|
|
|
|
|
|
{1, "Hu"}, {2, "Or"}, {3, "Dw"}, {4, "Ni"}, {5, "Sc"},
|
|
|
|
|
|
{6, "Ta"}, {7, "Gn"}, {8, "Tr"}, {10, "Be"}, {11, "Dr"}
|
|
|
|
|
|
};
|
|
|
|
|
|
std::string genderSuffix = (extra.sexId == 0) ? "M" : "F";
|
|
|
|
|
|
std::string raceSuffix;
|
|
|
|
|
|
{
|
|
|
|
|
|
auto itRace = shoulderRacePrefix.find(extra.raceId);
|
|
|
|
|
|
if (itRace != shoulderRacePrefix.end()) {
|
|
|
|
|
|
raceSuffix = "_" + itRace->second + genderSuffix;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Left shoulder (attachment point 5) using LeftModel
|
|
|
|
|
|
std::string leftModelName = itemDisplayDbc->getString(static_cast<uint32_t>(shoulderIdx), leftModelField);
|
|
|
|
|
|
if (!leftModelName.empty()) {
|
|
|
|
|
|
size_t dotPos = leftModelName.rfind('.');
|
|
|
|
|
|
if (dotPos != std::string::npos) leftModelName = leftModelName.substr(0, dotPos);
|
|
|
|
|
|
|
|
|
|
|
|
std::string leftPath;
|
|
|
|
|
|
std::vector<uint8_t> leftData;
|
|
|
|
|
|
if (!raceSuffix.empty()) {
|
|
|
|
|
|
leftPath = "Item\\ObjectComponents\\Shoulder\\" + leftModelName + raceSuffix + ".m2";
|
|
|
|
|
|
leftData = assetManager_->readFile(leftPath);
|
|
|
|
|
|
}
|
|
|
|
|
|
if (leftData.empty()) {
|
|
|
|
|
|
leftPath = "Item\\ObjectComponents\\Shoulder\\" + leftModelName + ".m2";
|
|
|
|
|
|
leftData = assetManager_->readFile(leftPath);
|
|
|
|
|
|
}
|
|
|
|
|
|
if (!leftData.empty()) {
|
|
|
|
|
|
auto leftModel = pipeline::M2Loader::load(leftData);
|
|
|
|
|
|
std::string skinPath = leftPath.substr(0, leftPath.size() - 3) + "00.skin";
|
|
|
|
|
|
auto skinData = assetManager_->readFile(skinPath);
|
|
|
|
|
|
if (!skinData.empty() && leftModel.version >= 264) {
|
|
|
|
|
|
pipeline::M2Loader::loadSkin(skinData, leftModel);
|
|
|
|
|
|
}
|
|
|
|
|
|
if (leftModel.isValid()) {
|
|
|
|
|
|
uint32_t leftModelId = nextCreatureModelId_++;
|
|
|
|
|
|
std::string leftTexName = itemDisplayDbc->getString(static_cast<uint32_t>(shoulderIdx), leftTexFieldS);
|
|
|
|
|
|
std::string leftTexPath;
|
|
|
|
|
|
if (!leftTexName.empty()) {
|
|
|
|
|
|
if (!raceSuffix.empty()) {
|
|
|
|
|
|
std::string suffixedTex = "Item\\ObjectComponents\\Shoulder\\" + leftTexName + raceSuffix + ".blp";
|
|
|
|
|
|
if (assetManager_->fileExists(suffixedTex)) leftTexPath = suffixedTex;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (leftTexPath.empty()) {
|
|
|
|
|
|
leftTexPath = "Item\\ObjectComponents\\Shoulder\\" + leftTexName + ".blp";
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
bool attached = charRenderer->attachWeapon(instanceId, 5, leftModel, leftModelId, leftTexPath);
|
|
|
|
|
|
if (attached) {
|
|
|
|
|
|
LOG_DEBUG("NPC attached left shoulder: ", leftPath, " tex: ", leftTexPath);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Right shoulder (attachment point 6) using RightModel
|
|
|
|
|
|
std::string rightModelName = itemDisplayDbc->getString(static_cast<uint32_t>(shoulderIdx), rightModelField);
|
|
|
|
|
|
if (!rightModelName.empty()) {
|
|
|
|
|
|
size_t dotPos = rightModelName.rfind('.');
|
|
|
|
|
|
if (dotPos != std::string::npos) rightModelName = rightModelName.substr(0, dotPos);
|
|
|
|
|
|
|
|
|
|
|
|
std::string rightPath;
|
|
|
|
|
|
std::vector<uint8_t> rightData;
|
|
|
|
|
|
if (!raceSuffix.empty()) {
|
|
|
|
|
|
rightPath = "Item\\ObjectComponents\\Shoulder\\" + rightModelName + raceSuffix + ".m2";
|
|
|
|
|
|
rightData = assetManager_->readFile(rightPath);
|
|
|
|
|
|
}
|
|
|
|
|
|
if (rightData.empty()) {
|
|
|
|
|
|
rightPath = "Item\\ObjectComponents\\Shoulder\\" + rightModelName + ".m2";
|
|
|
|
|
|
rightData = assetManager_->readFile(rightPath);
|
|
|
|
|
|
}
|
|
|
|
|
|
if (!rightData.empty()) {
|
|
|
|
|
|
auto rightModel = pipeline::M2Loader::load(rightData);
|
|
|
|
|
|
std::string skinPath = rightPath.substr(0, rightPath.size() - 3) + "00.skin";
|
|
|
|
|
|
auto skinData = assetManager_->readFile(skinPath);
|
|
|
|
|
|
if (!skinData.empty() && rightModel.version >= 264) {
|
|
|
|
|
|
pipeline::M2Loader::loadSkin(skinData, rightModel);
|
|
|
|
|
|
}
|
|
|
|
|
|
if (rightModel.isValid()) {
|
|
|
|
|
|
uint32_t rightModelId = nextCreatureModelId_++;
|
|
|
|
|
|
std::string rightTexName = itemDisplayDbc->getString(static_cast<uint32_t>(shoulderIdx), rightTexFieldS);
|
|
|
|
|
|
std::string rightTexPath;
|
|
|
|
|
|
if (!rightTexName.empty()) {
|
|
|
|
|
|
if (!raceSuffix.empty()) {
|
|
|
|
|
|
std::string suffixedTex = "Item\\ObjectComponents\\Shoulder\\" + rightTexName + raceSuffix + ".blp";
|
|
|
|
|
|
if (assetManager_->fileExists(suffixedTex)) rightTexPath = suffixedTex;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (rightTexPath.empty()) {
|
|
|
|
|
|
rightTexPath = "Item\\ObjectComponents\\Shoulder\\" + rightTexName + ".blp";
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
bool attached = charRenderer->attachWeapon(instanceId, 6, rightModel, rightModelId, rightTexPath);
|
|
|
|
|
|
if (attached) {
|
|
|
|
|
|
LOG_DEBUG("NPC attached right shoulder: ", rightPath, " tex: ", rightTexPath);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// With full humanoid overrides disabled, some character-style NPC models still render
|
|
|
|
|
|
// conflicting clothing geosets at once (global capes, robe skirts over trousers).
|
|
|
|
|
|
// Normalize only clothing groups while leaving all other model batches untouched.
|
|
|
|
|
|
if (const auto* md = charRenderer->getModelData(modelId)) {
|
|
|
|
|
|
std::unordered_set<uint16_t> allGeosets;
|
|
|
|
|
|
std::unordered_map<uint16_t, uint16_t> firstByGroup;
|
|
|
|
|
|
bool hasGroup3 = false; // glove/forearm variants
|
|
|
|
|
|
bool hasGroup4 = false; // glove/forearm variants (some models)
|
|
|
|
|
|
bool hasGroup8 = false; // sleeve/wrist variants
|
|
|
|
|
|
bool hasGroup12 = false; // tabard variants
|
|
|
|
|
|
bool hasGroup13 = false; // trousers/robe skirt variants
|
|
|
|
|
|
bool hasGroup15 = false; // cloak variants
|
|
|
|
|
|
for (const auto& b : md->batches) {
|
|
|
|
|
|
const uint16_t sid = b.submeshId;
|
|
|
|
|
|
const uint16_t group = static_cast<uint16_t>(sid / 100);
|
|
|
|
|
|
allGeosets.insert(sid);
|
|
|
|
|
|
auto itFirst = firstByGroup.find(group);
|
|
|
|
|
|
if (itFirst == firstByGroup.end() || sid < itFirst->second) {
|
|
|
|
|
|
firstByGroup[group] = sid;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (group == 3) hasGroup3 = true;
|
|
|
|
|
|
if (group == 4) hasGroup4 = true;
|
|
|
|
|
|
if (group == 8) hasGroup8 = true;
|
|
|
|
|
|
if (group == 12) hasGroup12 = true;
|
|
|
|
|
|
if (group == 13) hasGroup13 = true;
|
|
|
|
|
|
if (group == 15) hasGroup15 = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Only apply to humanoid-like clothing models.
|
|
|
|
|
|
if (hasGroup3 || hasGroup4 || hasGroup8 || hasGroup12 || hasGroup13 || hasGroup15) {
|
|
|
|
|
|
bool hasRenderableCape = false;
|
|
|
|
|
|
bool hasEquippedTabard = false;
|
|
|
|
|
|
bool hasHumanoidExtra = false;
|
|
|
|
|
|
uint8_t extraRaceId = 0;
|
|
|
|
|
|
uint8_t extraSexId = 0;
|
|
|
|
|
|
uint16_t selectedHairScalp = 1;
|
|
|
|
|
|
uint16_t selectedFacial200 = 200;
|
|
|
|
|
|
uint16_t selectedFacial300 = 300;
|
|
|
|
|
|
uint16_t selectedFacial300Alt = 300;
|
|
|
|
|
|
bool wantsFacialHair = false;
|
|
|
|
|
|
uint32_t equipChestGG = 0, equipLegsGG = 0, equipFeetGG = 0;
|
|
|
|
|
|
std::unordered_set<uint16_t> hairScalpGeosetsForRaceSex;
|
|
|
|
|
|
if (itDisplayData != displayDataMap_.end() &&
|
|
|
|
|
|
itDisplayData->second.extraDisplayId != 0) {
|
|
|
|
|
|
auto itExtra = humanoidExtraMap_.find(itDisplayData->second.extraDisplayId);
|
|
|
|
|
|
if (itExtra != humanoidExtraMap_.end()) {
|
|
|
|
|
|
hasHumanoidExtra = true;
|
|
|
|
|
|
extraRaceId = itExtra->second.raceId;
|
|
|
|
|
|
extraSexId = itExtra->second.sexId;
|
|
|
|
|
|
hasEquippedTabard = (itExtra->second.equipDisplayId[9] != 0);
|
|
|
|
|
|
uint32_t hairKey = (static_cast<uint32_t>(extraRaceId) << 16) |
|
|
|
|
|
|
(static_cast<uint32_t>(extraSexId) << 8) |
|
|
|
|
|
|
static_cast<uint32_t>(itExtra->second.hairStyleId);
|
|
|
|
|
|
auto itHairGeo = hairGeosetMap_.find(hairKey);
|
|
|
|
|
|
if (itHairGeo != hairGeosetMap_.end() && itHairGeo->second > 0) {
|
|
|
|
|
|
selectedHairScalp = itHairGeo->second;
|
|
|
|
|
|
}
|
|
|
|
|
|
uint32_t facialKey = (static_cast<uint32_t>(extraRaceId) << 16) |
|
|
|
|
|
|
(static_cast<uint32_t>(extraSexId) << 8) |
|
|
|
|
|
|
static_cast<uint32_t>(itExtra->second.facialHairId);
|
|
|
|
|
|
wantsFacialHair = (itExtra->second.facialHairId != 0);
|
|
|
|
|
|
auto itFacial = facialHairGeosetMap_.find(facialKey);
|
|
|
|
|
|
if (itFacial != facialHairGeosetMap_.end()) {
|
|
|
|
|
|
selectedFacial200 = static_cast<uint16_t>(200 + itFacial->second.geoset200);
|
|
|
|
|
|
selectedFacial300 = static_cast<uint16_t>(300 + itFacial->second.geoset300);
|
|
|
|
|
|
selectedFacial300Alt = static_cast<uint16_t>(300 + itFacial->second.geoset200);
|
|
|
|
|
|
}
|
|
|
|
|
|
for (const auto& [k, v] : hairGeosetMap_) {
|
|
|
|
|
|
uint8_t race = static_cast<uint8_t>((k >> 16) & 0xFF);
|
|
|
|
|
|
uint8_t sex = static_cast<uint8_t>((k >> 8) & 0xFF);
|
|
|
|
|
|
if (race == extraRaceId && sex == extraSexId && v > 0 && v < 100) {
|
|
|
|
|
|
hairScalpGeosetsForRaceSex.insert(v);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
auto itemDisplayDbc = assetManager_->loadDBC("ItemDisplayInfo.dbc");
|
|
|
|
|
|
const auto* idiL = pipeline::getActiveDBCLayout()
|
|
|
|
|
|
? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr;
|
|
|
|
|
|
|
|
|
|
|
|
uint32_t capeDisplayId = itExtra->second.equipDisplayId[10];
|
|
|
|
|
|
if (capeDisplayId != 0 && itemDisplayDbc) {
|
|
|
|
|
|
int32_t recIdx = itemDisplayDbc->findRecordById(capeDisplayId);
|
|
|
|
|
|
if (recIdx >= 0) {
|
|
|
|
|
|
const uint32_t leftTexField = idiL ? (*idiL)["LeftModelTexture"] : 3u;
|
|
|
|
|
|
const uint32_t rightTexField = idiL ? (*idiL)["RightModelTexture"] : 4u;
|
|
|
|
|
|
std::vector<std::string> capeNames;
|
|
|
|
|
|
auto addName = [&](const std::string& n) {
|
|
|
|
|
|
if (!n.empty() &&
|
|
|
|
|
|
std::find(capeNames.begin(), capeNames.end(), n) == capeNames.end()) {
|
|
|
|
|
|
capeNames.push_back(n);
|
|
|
|
|
|
}
|
|
|
|
|
|
};
|
|
|
|
|
|
addName(itemDisplayDbc->getString(static_cast<uint32_t>(recIdx), leftTexField));
|
|
|
|
|
|
addName(itemDisplayDbc->getString(static_cast<uint32_t>(recIdx), rightTexField));
|
|
|
|
|
|
|
|
|
|
|
|
auto hasBlpExt = [](const std::string& p) {
|
|
|
|
|
|
if (p.size() < 4) return false;
|
|
|
|
|
|
std::string ext = p.substr(p.size() - 4);
|
|
|
|
|
|
std::transform(ext.begin(), ext.end(), ext.begin(),
|
|
|
|
|
|
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
|
|
|
|
|
|
return ext == ".blp";
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
const bool npcIsFemale = (itExtra->second.sexId == 1);
|
|
|
|
|
|
std::vector<std::string> candidates;
|
|
|
|
|
|
auto addCandidate = [&](const std::string& p) {
|
|
|
|
|
|
if (p.empty()) return;
|
|
|
|
|
|
if (std::find(candidates.begin(), candidates.end(), p) == candidates.end()) {
|
|
|
|
|
|
candidates.push_back(p);
|
|
|
|
|
|
}
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
for (const auto& raw : capeNames) {
|
|
|
|
|
|
std::string name = raw;
|
|
|
|
|
|
std::replace(name.begin(), name.end(), '/', '\\');
|
|
|
|
|
|
const bool hasDir = (name.find('\\') != std::string::npos);
|
|
|
|
|
|
const bool hasExt = hasBlpExt(name);
|
|
|
|
|
|
if (hasDir) {
|
|
|
|
|
|
addCandidate(name);
|
|
|
|
|
|
if (!hasExt) addCandidate(name + ".blp");
|
|
|
|
|
|
} else {
|
|
|
|
|
|
std::string baseObj = "Item\\ObjectComponents\\Cape\\" + name;
|
|
|
|
|
|
std::string baseTex = "Item\\TextureComponents\\Cape\\" + name;
|
|
|
|
|
|
addCandidate(baseObj);
|
|
|
|
|
|
addCandidate(baseTex);
|
|
|
|
|
|
if (!hasExt) {
|
|
|
|
|
|
addCandidate(baseObj + ".blp");
|
|
|
|
|
|
addCandidate(baseTex + ".blp");
|
|
|
|
|
|
}
|
|
|
|
|
|
addCandidate(baseObj + (npcIsFemale ? "_F.blp" : "_M.blp"));
|
|
|
|
|
|
addCandidate(baseObj + "_U.blp");
|
|
|
|
|
|
addCandidate(baseTex + (npcIsFemale ? "_F.blp" : "_M.blp"));
|
|
|
|
|
|
addCandidate(baseTex + "_U.blp");
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
for (const auto& p : candidates) {
|
|
|
|
|
|
if (assetManager_->fileExists(p)) {
|
|
|
|
|
|
hasRenderableCape = true;
|
|
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Read GeosetGroup1 from equipment to drive clothed mesh selection
|
|
|
|
|
|
if (itemDisplayDbc) {
|
|
|
|
|
|
const uint32_t fGG1 = idiL ? (*idiL)["GeosetGroup1"] : 7;
|
|
|
|
|
|
auto readGG = [&](uint32_t did) -> uint32_t {
|
|
|
|
|
|
if (did == 0) return 0;
|
|
|
|
|
|
int32_t idx = itemDisplayDbc->findRecordById(did);
|
|
|
|
|
|
return (idx >= 0) ? itemDisplayDbc->getUInt32(static_cast<uint32_t>(idx), fGG1) : 0;
|
|
|
|
|
|
};
|
|
|
|
|
|
equipChestGG = readGG(itExtra->second.equipDisplayId[3]);
|
|
|
|
|
|
if (equipChestGG == 0) equipChestGG = readGG(itExtra->second.equipDisplayId[2]); // shirt fallback
|
|
|
|
|
|
equipLegsGG = readGG(itExtra->second.equipDisplayId[5]);
|
|
|
|
|
|
equipFeetGG = readGG(itExtra->second.equipDisplayId[6]);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
std::unordered_set<uint16_t> normalizedGeosets;
|
|
|
|
|
|
for (uint16_t sid : allGeosets) {
|
|
|
|
|
|
const uint16_t group = static_cast<uint16_t>(sid / 100);
|
|
|
|
|
|
if (group == 3 || group == 4 || group == 8 || group == 12 || group == 13 || group == 15) continue;
|
|
|
|
|
|
// Some humanoid models carry cloak cloth in group 16. Strip this too
|
|
|
|
|
|
// when no cape is equipped to avoid "everyone has a cape".
|
|
|
|
|
|
if (!hasRenderableCape && group == 16) continue;
|
|
|
|
|
|
// Group 0 can contain multiple scalp/hair meshes. Keep only the selected
|
|
|
|
|
|
// race/sex/style scalp to avoid overlapping broken hair.
|
|
|
|
|
|
if (hasHumanoidExtra && sid < 100 && hairScalpGeosetsForRaceSex.count(sid) > 0 && sid != selectedHairScalp) {
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
// Group 1 contains connector variants that mirror scalp style.
|
|
|
|
|
|
if (hasHumanoidExtra && group == 1) {
|
|
|
|
|
|
const uint16_t selectedConnector = static_cast<uint16_t>(100 + std::max<uint16_t>(selectedHairScalp, 1));
|
|
|
|
|
|
if (sid != selectedConnector) {
|
|
|
|
|
|
// Keep fallback connector only when selected one does not exist on this model.
|
|
|
|
|
|
if (sid != 101 || allGeosets.count(selectedConnector) > 0) {
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
// Group 2 facial variants: keep selected variant; fallback only if missing.
|
|
|
|
|
|
if (hasHumanoidExtra && group == 2) {
|
|
|
|
|
|
if (!wantsFacialHair) {
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (sid != selectedFacial200) {
|
|
|
|
|
|
if (sid != 200 && sid != 201) {
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (allGeosets.count(selectedFacial200) > 0) {
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
normalizedGeosets.insert(sid);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
auto pickFromGroup = [&](uint16_t preferredSid, uint16_t group) -> uint16_t {
|
|
|
|
|
|
if (allGeosets.count(preferredSid) > 0) return preferredSid;
|
|
|
|
|
|
auto it = firstByGroup.find(group);
|
|
|
|
|
|
if (it != firstByGroup.end()) return it->second;
|
|
|
|
|
|
return 0;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// Intentionally do not add group 3 (glove/forearm accessory meshes).
|
|
|
|
|
|
// Even "bare" variants can produce unwanted looped arm geometry on NPCs.
|
|
|
|
|
|
|
|
|
|
|
|
if (hasGroup4) {
|
|
|
|
|
|
uint16_t wantBoots = (equipFeetGG > 0) ? static_cast<uint16_t>(400 + equipFeetGG) : kGeosetBareForearms;
|
|
|
|
|
|
uint16_t bootsSid = pickFromGroup(wantBoots, 4);
|
|
|
|
|
|
if (bootsSid != 0) normalizedGeosets.insert(bootsSid);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Add sleeve/wrist meshes when chest armor calls for them.
|
|
|
|
|
|
if (hasGroup8 && equipChestGG > 0) {
|
|
|
|
|
|
uint16_t wantSleeves = static_cast<uint16_t>(800 + equipChestGG);
|
|
|
|
|
|
uint16_t sleeveSid = pickFromGroup(wantSleeves, 8);
|
|
|
|
|
|
if (sleeveSid != 0) normalizedGeosets.insert(sleeveSid);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Show tabard mesh only when CreatureDisplayInfoExtra equips one.
|
|
|
|
|
|
if (hasGroup12 && hasEquippedTabard) {
|
|
|
|
|
|
uint16_t wantTabard = kGeosetDefaultTabard; // Default fallback
|
|
|
|
|
|
|
|
|
|
|
|
// Try to read tabard geoset variant from ItemDisplayInfo.dbc (slot 9)
|
|
|
|
|
|
if (hasHumanoidExtra && itDisplayData != displayDataMap_.end() &&
|
|
|
|
|
|
itDisplayData->second.extraDisplayId != 0) {
|
|
|
|
|
|
auto itExtra = humanoidExtraMap_.find(itDisplayData->second.extraDisplayId);
|
|
|
|
|
|
if (itExtra != humanoidExtraMap_.end()) {
|
|
|
|
|
|
uint32_t tabardDisplayId = itExtra->second.equipDisplayId[9];
|
|
|
|
|
|
if (tabardDisplayId != 0) {
|
|
|
|
|
|
auto itemDisplayDbc = assetManager_->loadDBC("ItemDisplayInfo.dbc");
|
|
|
|
|
|
const auto* idiL = pipeline::getActiveDBCLayout()
|
|
|
|
|
|
? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr;
|
|
|
|
|
|
if (itemDisplayDbc && idiL) {
|
|
|
|
|
|
int32_t tabardIdx = itemDisplayDbc->findRecordById(tabardDisplayId);
|
|
|
|
|
|
if (tabardIdx >= 0) {
|
|
|
|
|
|
// Get geoset variant from ItemDisplayInfo GeosetGroup1 field
|
|
|
|
|
|
const uint32_t ggField = (*idiL)["GeosetGroup1"];
|
|
|
|
|
|
uint32_t tabardGG = itemDisplayDbc->getUInt32(static_cast<uint32_t>(tabardIdx), ggField);
|
|
|
|
|
|
if (tabardGG > 0) {
|
|
|
|
|
|
wantTabard = static_cast<uint16_t>(1200 + tabardGG);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
uint16_t tabardSid = pickFromGroup(wantTabard, 12);
|
|
|
|
|
|
if (tabardSid != 0) normalizedGeosets.insert(tabardSid);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Some mustache/goatee variants are authored in facial group 3xx.
|
|
|
|
|
|
// Re-add selected facial 3xx plus low-index facial fallbacks.
|
|
|
|
|
|
if (hasHumanoidExtra && wantsFacialHair) {
|
|
|
|
|
|
// Prefer alt channel first (often chin-beard), then primary.
|
|
|
|
|
|
uint16_t facial300Sid = pickFromGroup(selectedFacial300Alt, 3);
|
|
|
|
|
|
if (facial300Sid == 0) facial300Sid = pickFromGroup(selectedFacial300, 3);
|
|
|
|
|
|
if (facial300Sid != 0) normalizedGeosets.insert(facial300Sid);
|
|
|
|
|
|
if (facial300Sid == 0) {
|
|
|
|
|
|
if (allGeosets.count(300) > 0) normalizedGeosets.insert(300);
|
|
|
|
|
|
else if (allGeosets.count(301) > 0) normalizedGeosets.insert(301);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Prefer trousers geoset; use covered variant when legs armor exists.
|
|
|
|
|
|
if (hasGroup13) {
|
|
|
|
|
|
uint16_t wantPants = (equipLegsGG > 0) ? static_cast<uint16_t>(1300 + equipLegsGG) : kGeosetBarePants;
|
|
|
|
|
|
uint16_t pantsSid = pickFromGroup(wantPants, 13);
|
|
|
|
|
|
if (pantsSid != 0) normalizedGeosets.insert(pantsSid);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Prefer explicit cloak variant only when a cape is equipped.
|
|
|
|
|
|
if (hasGroup15 && hasRenderableCape) {
|
|
|
|
|
|
uint16_t capeSid = pickFromGroup(kGeosetWithCape, 15);
|
|
|
|
|
|
if (capeSid != 0) normalizedGeosets.insert(capeSid);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (!normalizedGeosets.empty()) {
|
|
|
|
|
|
charRenderer->setActiveGeosets(instanceId, normalizedGeosets);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Try attaching NPC held weapons; if update fields are not ready yet,
|
|
|
|
|
|
// IN_GAME retry loop will attempt again shortly.
|
|
|
|
|
|
bool weaponsAttachedNow = tryAttachCreatureVirtualWeapons(guid, instanceId);
|
|
|
|
|
|
|
|
|
|
|
|
// Spawn in the correct pose. If the server marked this creature dead before
|
|
|
|
|
|
// the queued spawn was processed, start directly in death animation.
|
|
|
|
|
|
if (deadCreatureGuids_.count(guid)) {
|
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
|
|
|
|
charRenderer->playAnimation(instanceId, rendering::anim::DEATH, false);
|
2026-03-31 22:01:55 +03:00
|
|
|
|
} else {
|
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
|
|
|
|
// Check if this NPC has a persistent emote state (e.g. working, eating, dancing)
|
|
|
|
|
|
uint32_t npcEmote = 0;
|
|
|
|
|
|
if (gameHandler_) {
|
|
|
|
|
|
auto entity = gameHandler_->getEntityManager().getEntity(guid);
|
|
|
|
|
|
if (entity && entity->getType() == game::ObjectType::UNIT) {
|
|
|
|
|
|
npcEmote = std::static_pointer_cast<game::Unit>(entity)->getNpcEmoteState();
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
if (npcEmote != 0 && charRenderer->hasAnimation(instanceId, npcEmote)) {
|
|
|
|
|
|
charRenderer->playAnimation(instanceId, npcEmote, true);
|
|
|
|
|
|
} else if (charRenderer->hasAnimation(instanceId, rendering::anim::BIRTH)) {
|
|
|
|
|
|
// Play birth animation (one-shot) — will return to STAND after
|
|
|
|
|
|
charRenderer->playAnimation(instanceId, rendering::anim::BIRTH, false);
|
|
|
|
|
|
} else if (charRenderer->hasAnimation(instanceId, rendering::anim::SPAWN)) {
|
|
|
|
|
|
charRenderer->playAnimation(instanceId, rendering::anim::SPAWN, false);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
charRenderer->playAnimation(instanceId, rendering::anim::STAND, true);
|
|
|
|
|
|
}
|
2026-03-31 22:01:55 +03:00
|
|
|
|
}
|
|
|
|
|
|
charRenderer->startFadeIn(instanceId, 0.5f);
|
|
|
|
|
|
|
|
|
|
|
|
// Track instance
|
|
|
|
|
|
creatureInstances_[guid] = instanceId;
|
|
|
|
|
|
creatureModelIds_[guid] = modelId;
|
|
|
|
|
|
creatureRenderPosCache_[guid] = renderPos;
|
|
|
|
|
|
if (weaponsAttachedNow) {
|
|
|
|
|
|
creatureWeaponsAttached_.insert(guid);
|
|
|
|
|
|
creatureWeaponAttachAttempts_.erase(guid);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
creatureWeaponsAttached_.erase(guid);
|
|
|
|
|
|
creatureWeaponAttachAttempts_[guid] = 1;
|
|
|
|
|
|
}
|
|
|
|
|
|
LOG_DEBUG("Spawned creature: guid=0x", std::hex, guid, std::dec,
|
|
|
|
|
|
" displayId=", displayId, " at (", x, ", ", y, ", ", z, ")");
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void EntitySpawner::spawnOnlinePlayer(uint64_t guid,
|
|
|
|
|
|
uint8_t raceId,
|
|
|
|
|
|
uint8_t genderId,
|
|
|
|
|
|
uint32_t appearanceBytes,
|
|
|
|
|
|
uint8_t facialFeatures,
|
|
|
|
|
|
float x, float y, float z, float orientation) {
|
|
|
|
|
|
if (!renderer_ || !renderer_->getCharacterRenderer() || !assetManager_ || !assetManager_->isInitialized()) return;
|
|
|
|
|
|
if (playerInstances_.count(guid)) return;
|
|
|
|
|
|
|
|
|
|
|
|
// Skip local player — already spawned as the main character
|
|
|
|
|
|
if (gameHandler_) {
|
|
|
|
|
|
uint64_t localGuid = gameHandler_->getPlayerGuid();
|
|
|
|
|
|
uint64_t activeGuid = gameHandler_->getActiveCharacterGuid();
|
|
|
|
|
|
if ((localGuid != 0 && guid == localGuid) ||
|
|
|
|
|
|
(activeGuid != 0 && guid == activeGuid) ||
|
|
|
|
|
|
(spawnedPlayerGuid_ != 0 && guid == spawnedPlayerGuid_)) {
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
auto* charRenderer = renderer_->getCharacterRenderer();
|
|
|
|
|
|
|
|
|
|
|
|
// Base geometry model: cache by (race, gender)
|
|
|
|
|
|
uint32_t cacheKey = (static_cast<uint32_t>(raceId) << 8) | static_cast<uint32_t>(genderId & 0xFF);
|
|
|
|
|
|
uint32_t modelId = 0;
|
|
|
|
|
|
auto itCache = playerModelCache_.find(cacheKey);
|
|
|
|
|
|
if (itCache != playerModelCache_.end()) {
|
|
|
|
|
|
modelId = itCache->second;
|
|
|
|
|
|
} else {
|
|
|
|
|
|
game::Race race = static_cast<game::Race>(raceId);
|
|
|
|
|
|
game::Gender gender = (genderId == 1) ? game::Gender::FEMALE : game::Gender::MALE;
|
|
|
|
|
|
std::string m2Path = game::getPlayerModelPath(race, gender);
|
|
|
|
|
|
if (m2Path.empty()) {
|
|
|
|
|
|
LOG_WARNING("spawnOnlinePlayer: unknown race/gender for guid 0x", std::hex, guid, std::dec,
|
|
|
|
|
|
" race=", static_cast<int>(raceId), " gender=", static_cast<int>(genderId));
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Parse modelDir/baseName for skin/anim loading
|
|
|
|
|
|
std::string modelDir;
|
|
|
|
|
|
std::string baseName;
|
|
|
|
|
|
{
|
|
|
|
|
|
size_t slash = m2Path.rfind('\\');
|
|
|
|
|
|
if (slash != std::string::npos) {
|
|
|
|
|
|
modelDir = m2Path.substr(0, slash + 1);
|
|
|
|
|
|
baseName = m2Path.substr(slash + 1);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
baseName = m2Path;
|
|
|
|
|
|
}
|
|
|
|
|
|
size_t dot = baseName.rfind('.');
|
|
|
|
|
|
if (dot != std::string::npos) baseName = baseName.substr(0, dot);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
auto m2Data = assetManager_->readFile(m2Path);
|
|
|
|
|
|
if (m2Data.empty()) {
|
|
|
|
|
|
LOG_WARNING("spawnOnlinePlayer: failed to read M2: ", m2Path);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
pipeline::M2Model model = pipeline::M2Loader::load(m2Data);
|
|
|
|
|
|
if (model.vertices.empty()) {
|
|
|
|
|
|
LOG_WARNING("spawnOnlinePlayer: failed to parse M2: ", m2Path);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Skin file (only for WotLK M2s - vanilla has embedded skin)
|
|
|
|
|
|
std::string skinPath = modelDir + baseName + "00.skin";
|
|
|
|
|
|
auto skinData = assetManager_->readFile(skinPath);
|
|
|
|
|
|
if (!skinData.empty() && model.version >= 264) {
|
|
|
|
|
|
pipeline::M2Loader::loadSkin(skinData, model);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// After skin loading, full model must be valid (vertices + indices)
|
|
|
|
|
|
if (!model.isValid()) {
|
|
|
|
|
|
LOG_WARNING("spawnOnlinePlayer: failed to load skin for M2: ", m2Path);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Load only core external animations (stand/walk/run) to avoid stalls
|
|
|
|
|
|
for (uint32_t si = 0; si < model.sequences.size(); si++) {
|
|
|
|
|
|
if (!(model.sequences[si].flags & 0x20)) {
|
|
|
|
|
|
uint32_t animId = model.sequences[si].id;
|
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
|
|
|
|
if (animId != rendering::anim::STAND && animId != rendering::anim::WALK && animId != rendering::anim::RUN) continue;
|
2026-03-31 22:01:55 +03:00
|
|
|
|
char animFileName[256];
|
|
|
|
|
|
snprintf(animFileName, sizeof(animFileName),
|
|
|
|
|
|
"%s%s%04u-%02u.anim",
|
|
|
|
|
|
modelDir.c_str(),
|
|
|
|
|
|
baseName.c_str(),
|
|
|
|
|
|
animId,
|
|
|
|
|
|
model.sequences[si].variationIndex);
|
|
|
|
|
|
auto animData = assetManager_->readFileOptional(animFileName);
|
|
|
|
|
|
if (!animData.empty()) {
|
|
|
|
|
|
pipeline::M2Loader::loadAnimFile(m2Data, animData, si, model);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
modelId = nextPlayerModelId_++;
|
|
|
|
|
|
if (!charRenderer->loadModel(model, modelId)) {
|
|
|
|
|
|
LOG_WARNING("spawnOnlinePlayer: failed to load model to GPU: ", m2Path);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
playerModelCache_[cacheKey] = modelId;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Determine texture slots once per model
|
|
|
|
|
|
{
|
|
|
|
|
|
auto [slotIt, inserted] = playerTextureSlotsByModelId_.try_emplace(modelId);
|
|
|
|
|
|
if (inserted) {
|
|
|
|
|
|
PlayerTextureSlots slots;
|
|
|
|
|
|
if (const auto* md = charRenderer->getModelData(modelId)) {
|
|
|
|
|
|
for (size_t ti = 0; ti < md->textures.size(); ti++) {
|
|
|
|
|
|
uint32_t t = md->textures[ti].type;
|
|
|
|
|
|
if (t == 1 && slots.skin < 0) slots.skin = static_cast<int>(ti);
|
|
|
|
|
|
else if (t == 6 && slots.hair < 0) slots.hair = static_cast<int>(ti);
|
|
|
|
|
|
else if (t == 8 && slots.underwear < 0) slots.underwear = static_cast<int>(ti);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
slotIt->second = slots;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Create instance at server position
|
|
|
|
|
|
glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z));
|
|
|
|
|
|
float renderYaw = orientation + glm::radians(90.0f);
|
|
|
|
|
|
uint32_t instanceId = charRenderer->createInstance(modelId, renderPos, glm::vec3(0.0f, 0.0f, renderYaw), 1.0f);
|
|
|
|
|
|
if (instanceId == 0) return;
|
|
|
|
|
|
|
|
|
|
|
|
// Resolve skin/hair texture paths via CharSections, then apply as per-instance overrides
|
|
|
|
|
|
const char* raceFolderName = "Human";
|
|
|
|
|
|
switch (static_cast<game::Race>(raceId)) {
|
|
|
|
|
|
case game::Race::HUMAN: raceFolderName = "Human"; break;
|
|
|
|
|
|
case game::Race::ORC: raceFolderName = "Orc"; break;
|
|
|
|
|
|
case game::Race::DWARF: raceFolderName = "Dwarf"; break;
|
|
|
|
|
|
case game::Race::NIGHT_ELF: raceFolderName = "NightElf"; break;
|
|
|
|
|
|
case game::Race::UNDEAD: raceFolderName = "Scourge"; break;
|
|
|
|
|
|
case game::Race::TAUREN: raceFolderName = "Tauren"; break;
|
|
|
|
|
|
case game::Race::GNOME: raceFolderName = "Gnome"; break;
|
|
|
|
|
|
case game::Race::TROLL: raceFolderName = "Troll"; break;
|
|
|
|
|
|
case game::Race::BLOOD_ELF: raceFolderName = "BloodElf"; break;
|
|
|
|
|
|
case game::Race::DRAENEI: raceFolderName = "Draenei"; break;
|
|
|
|
|
|
default: break;
|
|
|
|
|
|
}
|
|
|
|
|
|
const char* genderFolder = (genderId == 1) ? "Female" : "Male";
|
|
|
|
|
|
std::string raceGender = std::string(raceFolderName) + genderFolder;
|
|
|
|
|
|
std::string bodySkinPath = std::string("Character\\") + raceFolderName + "\\" + genderFolder + "\\" + raceGender + "Skin00_00.blp";
|
|
|
|
|
|
std::string pelvisPath = std::string("Character\\") + raceFolderName + "\\" + genderFolder + "\\" + raceGender + "NakedPelvisSkin00_00.blp";
|
|
|
|
|
|
std::vector<std::string> underwearPaths;
|
|
|
|
|
|
std::string hairTexturePath;
|
|
|
|
|
|
std::string faceLowerPath;
|
|
|
|
|
|
std::string faceUpperPath;
|
|
|
|
|
|
|
|
|
|
|
|
uint8_t skinId = appearanceBytes & 0xFF;
|
|
|
|
|
|
uint8_t faceId = (appearanceBytes >> 8) & 0xFF;
|
|
|
|
|
|
uint8_t hairStyleId = (appearanceBytes >> 16) & 0xFF;
|
|
|
|
|
|
uint8_t hairColorId = (appearanceBytes >> 24) & 0xFF;
|
|
|
|
|
|
|
|
|
|
|
|
if (auto charSectionsDbc = assetManager_->loadDBC("CharSections.dbc"); charSectionsDbc && charSectionsDbc->isLoaded()) {
|
|
|
|
|
|
const auto* csL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CharSections") : nullptr;
|
|
|
|
|
|
auto csF = pipeline::detectCharSectionsFields(charSectionsDbc.get(), csL);
|
|
|
|
|
|
uint32_t targetRaceId = raceId;
|
|
|
|
|
|
uint32_t targetSexId = genderId;
|
|
|
|
|
|
|
|
|
|
|
|
bool foundSkin = false;
|
|
|
|
|
|
bool foundUnderwear = false;
|
|
|
|
|
|
bool foundHair = false;
|
|
|
|
|
|
bool foundFaceLower = false;
|
|
|
|
|
|
|
|
|
|
|
|
for (uint32_t r = 0; r < charSectionsDbc->getRecordCount(); r++) {
|
|
|
|
|
|
uint32_t rRace = charSectionsDbc->getUInt32(r, csF.raceId);
|
|
|
|
|
|
uint32_t rSex = charSectionsDbc->getUInt32(r, csF.sexId);
|
|
|
|
|
|
uint32_t baseSection = charSectionsDbc->getUInt32(r, csF.baseSection);
|
|
|
|
|
|
uint32_t variationIndex = charSectionsDbc->getUInt32(r, csF.variationIndex);
|
|
|
|
|
|
uint32_t colorIndex = charSectionsDbc->getUInt32(r, csF.colorIndex);
|
|
|
|
|
|
|
|
|
|
|
|
if (rRace != targetRaceId || rSex != targetSexId) continue;
|
|
|
|
|
|
|
|
|
|
|
|
if (baseSection == 0 && !foundSkin && colorIndex == skinId) {
|
|
|
|
|
|
std::string tex1 = charSectionsDbc->getString(r, csF.texture1);
|
|
|
|
|
|
if (!tex1.empty()) { bodySkinPath = tex1; foundSkin = true; }
|
|
|
|
|
|
} else if (baseSection == 3 && !foundHair &&
|
|
|
|
|
|
variationIndex == hairStyleId && colorIndex == hairColorId) {
|
|
|
|
|
|
hairTexturePath = charSectionsDbc->getString(r, csF.texture1);
|
|
|
|
|
|
if (!hairTexturePath.empty()) foundHair = true;
|
|
|
|
|
|
} else if (baseSection == 4 && !foundUnderwear && colorIndex == skinId) {
|
|
|
|
|
|
for (uint32_t f = csF.texture1; f <= csF.texture1 + 2; f++) {
|
|
|
|
|
|
std::string tex = charSectionsDbc->getString(r, f);
|
|
|
|
|
|
if (!tex.empty()) underwearPaths.push_back(tex);
|
|
|
|
|
|
}
|
|
|
|
|
|
foundUnderwear = true;
|
|
|
|
|
|
} else if (baseSection == 1 && !foundFaceLower &&
|
|
|
|
|
|
variationIndex == faceId && colorIndex == skinId) {
|
|
|
|
|
|
std::string tex1 = charSectionsDbc->getString(r, csF.texture1);
|
|
|
|
|
|
std::string tex2 = charSectionsDbc->getString(r, csF.texture2);
|
|
|
|
|
|
if (!tex1.empty()) faceLowerPath = tex1;
|
|
|
|
|
|
if (!tex2.empty()) faceUpperPath = tex2;
|
|
|
|
|
|
foundFaceLower = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (foundSkin && foundUnderwear && foundHair && foundFaceLower) break;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Composite base skin + face + underwear overlays
|
|
|
|
|
|
rendering::VkTexture* compositeTex = nullptr;
|
|
|
|
|
|
{
|
|
|
|
|
|
std::vector<std::string> layers;
|
|
|
|
|
|
layers.push_back(bodySkinPath);
|
|
|
|
|
|
if (!faceLowerPath.empty()) layers.push_back(faceLowerPath);
|
|
|
|
|
|
if (!faceUpperPath.empty()) layers.push_back(faceUpperPath);
|
|
|
|
|
|
for (const auto& up : underwearPaths) layers.push_back(up);
|
|
|
|
|
|
if (layers.size() > 1) {
|
|
|
|
|
|
compositeTex = charRenderer->compositeTextures(layers);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
compositeTex = charRenderer->loadTexture(bodySkinPath);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
rendering::VkTexture* hairTex = nullptr;
|
|
|
|
|
|
if (!hairTexturePath.empty()) {
|
|
|
|
|
|
hairTex = charRenderer->loadTexture(hairTexturePath);
|
|
|
|
|
|
}
|
|
|
|
|
|
rendering::VkTexture* underwearTex = nullptr;
|
|
|
|
|
|
if (!underwearPaths.empty()) underwearTex = charRenderer->loadTexture(underwearPaths[0]);
|
|
|
|
|
|
else underwearTex = charRenderer->loadTexture(pelvisPath);
|
|
|
|
|
|
|
|
|
|
|
|
const PlayerTextureSlots& slots = playerTextureSlotsByModelId_[modelId];
|
|
|
|
|
|
if (slots.skin >= 0 && compositeTex) {
|
|
|
|
|
|
charRenderer->setTextureSlotOverride(instanceId, static_cast<uint16_t>(slots.skin), compositeTex);
|
|
|
|
|
|
}
|
|
|
|
|
|
if (slots.hair >= 0 && hairTex) {
|
|
|
|
|
|
charRenderer->setTextureSlotOverride(instanceId, static_cast<uint16_t>(slots.hair), hairTex);
|
|
|
|
|
|
}
|
|
|
|
|
|
if (slots.underwear >= 0 && underwearTex) {
|
|
|
|
|
|
charRenderer->setTextureSlotOverride(instanceId, static_cast<uint16_t>(slots.underwear), underwearTex);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Geosets: body + hair/facial hair selections
|
|
|
|
|
|
std::unordered_set<uint16_t> activeGeosets;
|
|
|
|
|
|
// Body parts (group 0: IDs 0-99, some models use up to 27)
|
|
|
|
|
|
for (uint16_t i = 0; i <= 99; i++) activeGeosets.insert(i);
|
|
|
|
|
|
activeGeosets.insert(static_cast<uint16_t>(100 + hairStyleId + 1));
|
|
|
|
|
|
activeGeosets.insert(static_cast<uint16_t>(200 + facialFeatures + 1));
|
|
|
|
|
|
activeGeosets.insert(kGeosetBareForearms);
|
|
|
|
|
|
activeGeosets.insert(kGeosetBareShins);
|
|
|
|
|
|
activeGeosets.insert(kGeosetDefaultEars);
|
|
|
|
|
|
activeGeosets.insert(kGeosetBareSleeves);
|
|
|
|
|
|
activeGeosets.insert(kGeosetDefaultKneepads);
|
|
|
|
|
|
activeGeosets.insert(kGeosetBarePants);
|
|
|
|
|
|
activeGeosets.insert(kGeosetWithCape);
|
|
|
|
|
|
activeGeosets.insert(kGeosetBareFeet);
|
|
|
|
|
|
charRenderer->setActiveGeosets(instanceId, activeGeosets);
|
|
|
|
|
|
|
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
|
|
|
|
charRenderer->playAnimation(instanceId, rendering::anim::STAND, true);
|
2026-03-31 22:01:55 +03:00
|
|
|
|
playerInstances_[guid] = instanceId;
|
|
|
|
|
|
|
|
|
|
|
|
OnlinePlayerAppearanceState st;
|
|
|
|
|
|
st.instanceId = instanceId;
|
|
|
|
|
|
st.modelId = modelId;
|
|
|
|
|
|
st.raceId = raceId;
|
|
|
|
|
|
st.genderId = genderId;
|
|
|
|
|
|
st.appearanceBytes = appearanceBytes;
|
|
|
|
|
|
st.facialFeatures = facialFeatures;
|
|
|
|
|
|
st.bodySkinPath = bodySkinPath;
|
|
|
|
|
|
// Include face textures so compositeWithRegions can rebuild the full base
|
|
|
|
|
|
if (!faceLowerPath.empty()) st.underwearPaths.push_back(faceLowerPath);
|
|
|
|
|
|
if (!faceUpperPath.empty()) st.underwearPaths.push_back(faceUpperPath);
|
|
|
|
|
|
for (const auto& up : underwearPaths) st.underwearPaths.push_back(up);
|
|
|
|
|
|
onlinePlayerAppearance_[guid] = std::move(st);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void EntitySpawner::setOnlinePlayerEquipment(uint64_t guid,
|
|
|
|
|
|
const std::array<uint32_t, 19>& displayInfoIds,
|
|
|
|
|
|
const std::array<uint8_t, 19>& inventoryTypes) {
|
|
|
|
|
|
if (!renderer_ || !renderer_->getCharacterRenderer() || !assetManager_ || !assetManager_->isInitialized()) return;
|
|
|
|
|
|
|
|
|
|
|
|
// Skip local player — equipment handled by GameScreen::updateCharacterGeosets/Textures
|
|
|
|
|
|
// via consumeOnlineEquipmentDirty(), which fires on the same server update.
|
|
|
|
|
|
if (gameHandler_) {
|
|
|
|
|
|
uint64_t localGuid = gameHandler_->getPlayerGuid();
|
|
|
|
|
|
if (localGuid != 0 && guid == localGuid) return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// If the player isn't spawned yet, store equipment until spawn.
|
|
|
|
|
|
auto appIt = onlinePlayerAppearance_.find(guid);
|
|
|
|
|
|
if (!playerInstances_.count(guid) || appIt == onlinePlayerAppearance_.end()) {
|
|
|
|
|
|
pendingOnlinePlayerEquipment_[guid] = {displayInfoIds, inventoryTypes};
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const OnlinePlayerAppearanceState& st = appIt->second;
|
|
|
|
|
|
|
|
|
|
|
|
auto* charRenderer = renderer_->getCharacterRenderer();
|
|
|
|
|
|
if (!charRenderer) return;
|
|
|
|
|
|
if (st.instanceId == 0 || st.modelId == 0) return;
|
|
|
|
|
|
|
|
|
|
|
|
if (st.bodySkinPath.empty()) {
|
|
|
|
|
|
LOG_WARNING("setOnlinePlayerEquipment: bodySkinPath empty for guid=0x", std::hex, guid, std::dec,
|
|
|
|
|
|
" instanceId=", st.instanceId, " — skipping equipment");
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int nonZeroDisplay = 0;
|
|
|
|
|
|
for (uint32_t d : displayInfoIds) if (d != 0) nonZeroDisplay++;
|
|
|
|
|
|
LOG_WARNING("setOnlinePlayerEquipment: guid=0x", std::hex, guid, std::dec,
|
|
|
|
|
|
" instanceId=", st.instanceId, " nonZeroDisplayIds=", nonZeroDisplay,
|
|
|
|
|
|
" head=", displayInfoIds[0], " chest=", displayInfoIds[4],
|
|
|
|
|
|
" legs=", displayInfoIds[6], " mainhand=", displayInfoIds[15]);
|
|
|
|
|
|
|
|
|
|
|
|
auto displayInfoDbc = assetManager_->loadDBC("ItemDisplayInfo.dbc");
|
|
|
|
|
|
if (!displayInfoDbc) return;
|
|
|
|
|
|
const auto* idiL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr;
|
|
|
|
|
|
|
|
|
|
|
|
auto getGeosetGroup = [&](uint32_t displayInfoId, uint32_t fieldIdx) -> uint32_t {
|
|
|
|
|
|
if (displayInfoId == 0) return 0;
|
|
|
|
|
|
int32_t recIdx = displayInfoDbc->findRecordById(displayInfoId);
|
|
|
|
|
|
if (recIdx < 0) return 0;
|
|
|
|
|
|
return displayInfoDbc->getUInt32(static_cast<uint32_t>(recIdx), fieldIdx);
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
auto findDisplayIdByInvType = [&](std::initializer_list<uint8_t> types) -> uint32_t {
|
|
|
|
|
|
for (int s = 0; s < 19; s++) {
|
|
|
|
|
|
uint8_t inv = inventoryTypes[s];
|
|
|
|
|
|
if (inv == 0 || displayInfoIds[s] == 0) continue;
|
|
|
|
|
|
for (uint8_t t : types) {
|
|
|
|
|
|
if (inv == t) return displayInfoIds[s];
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
return 0;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
auto hasInvType = [&](std::initializer_list<uint8_t> types) -> bool {
|
|
|
|
|
|
for (int s = 0; s < 19; s++) {
|
|
|
|
|
|
uint8_t inv = inventoryTypes[s];
|
|
|
|
|
|
if (inv == 0) continue;
|
|
|
|
|
|
for (uint8_t t : types) {
|
|
|
|
|
|
if (inv == t) return true;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
return false;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// --- Geosets ---
|
|
|
|
|
|
// Mirror the same group-range logic as CharacterPreview::applyEquipment to
|
|
|
|
|
|
// keep other-player rendering consistent with the local character preview.
|
|
|
|
|
|
// Group 4 (4xx) = forearms/gloves, 5 (5xx) = shins/boots, 8 (8xx) = wrists/sleeves,
|
|
|
|
|
|
// 13 (13xx) = legs/trousers. Missing defaults caused the shin-mesh gap (status.md).
|
|
|
|
|
|
std::unordered_set<uint16_t> geosets;
|
|
|
|
|
|
// Body parts (group 0: IDs 0-99, some models use up to 27)
|
|
|
|
|
|
for (uint16_t i = 0; i <= 99; i++) geosets.insert(i);
|
|
|
|
|
|
|
|
|
|
|
|
uint8_t hairStyleId = static_cast<uint8_t>((st.appearanceBytes >> 16) & 0xFF);
|
|
|
|
|
|
geosets.insert(static_cast<uint16_t>(100 + hairStyleId + 1));
|
|
|
|
|
|
geosets.insert(static_cast<uint16_t>(200 + st.facialFeatures + 1));
|
|
|
|
|
|
geosets.insert(701); // Ears
|
|
|
|
|
|
geosets.insert(kGeosetDefaultKneepads); // Kneepads
|
|
|
|
|
|
geosets.insert(kGeosetBareFeet); // Bare feet mesh
|
|
|
|
|
|
|
|
|
|
|
|
const uint32_t geosetGroup1Field = idiL ? (*idiL)["GeosetGroup1"] : 7;
|
|
|
|
|
|
const uint32_t geosetGroup3Field = idiL ? (*idiL)["GeosetGroup3"] : 9;
|
|
|
|
|
|
|
|
|
|
|
|
// Per-group defaults — overridden below when equipment provides a geoset value.
|
|
|
|
|
|
uint16_t geosetGloves = kGeosetBareForearms;
|
|
|
|
|
|
uint16_t geosetBoots = kGeosetBareShins;
|
|
|
|
|
|
uint16_t geosetSleeves = kGeosetBareSleeves;
|
|
|
|
|
|
uint16_t geosetPants = kGeosetBarePants;
|
|
|
|
|
|
|
|
|
|
|
|
// Chest/Shirt/Robe (invType 4,5,20) → wrist/sleeve group 8
|
|
|
|
|
|
{
|
|
|
|
|
|
uint32_t did = findDisplayIdByInvType({4, 5, 20});
|
|
|
|
|
|
uint32_t gg1 = getGeosetGroup(did, geosetGroup1Field);
|
|
|
|
|
|
if (gg1 > 0) geosetSleeves = static_cast<uint16_t>(kGeosetBareSleeves + gg1);
|
|
|
|
|
|
// Robe kilt → leg group 13
|
|
|
|
|
|
uint32_t gg3 = getGeosetGroup(did, geosetGroup3Field);
|
|
|
|
|
|
if (gg3 > 0) geosetPants = static_cast<uint16_t>(kGeosetBarePants + gg3);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Legs (invType 7) → leg group 13
|
|
|
|
|
|
{
|
|
|
|
|
|
uint32_t did = findDisplayIdByInvType({7});
|
|
|
|
|
|
uint32_t gg1 = getGeosetGroup(did, geosetGroup1Field);
|
|
|
|
|
|
if (gg1 > 0) geosetPants = static_cast<uint16_t>(kGeosetBarePants + gg1);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Feet/Boots (invType 8) → shin group 5
|
|
|
|
|
|
{
|
|
|
|
|
|
uint32_t did = findDisplayIdByInvType({8});
|
|
|
|
|
|
uint32_t gg1 = getGeosetGroup(did, geosetGroup1Field);
|
|
|
|
|
|
if (gg1 > 0) geosetBoots = static_cast<uint16_t>(501 + gg1);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Hands/Gloves (invType 10) → forearm group 4
|
|
|
|
|
|
{
|
|
|
|
|
|
uint32_t did = findDisplayIdByInvType({10});
|
|
|
|
|
|
uint32_t gg1 = getGeosetGroup(did, geosetGroup1Field);
|
|
|
|
|
|
if (gg1 > 0) geosetGloves = static_cast<uint16_t>(kGeosetBareForearms + gg1);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Wrists/Bracers (invType 9) → sleeve group 8 (only if chest/shirt didn't set it)
|
|
|
|
|
|
{
|
|
|
|
|
|
uint32_t did = findDisplayIdByInvType({9});
|
|
|
|
|
|
if (did != 0 && geosetSleeves == kGeosetBareSleeves) {
|
|
|
|
|
|
uint32_t gg1 = getGeosetGroup(did, geosetGroup1Field);
|
|
|
|
|
|
if (gg1 > 0) geosetSleeves = static_cast<uint16_t>(kGeosetBareSleeves + gg1);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Waist/Belt (invType 6) → buckle group 18
|
|
|
|
|
|
uint16_t geosetBelt = 0;
|
|
|
|
|
|
{
|
|
|
|
|
|
uint32_t did = findDisplayIdByInvType({6});
|
|
|
|
|
|
uint32_t gg1 = getGeosetGroup(did, geosetGroup1Field);
|
|
|
|
|
|
if (gg1 > 0) geosetBelt = static_cast<uint16_t>(1801 + gg1);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
geosets.insert(geosetGloves);
|
|
|
|
|
|
geosets.insert(geosetBoots);
|
|
|
|
|
|
geosets.insert(geosetSleeves);
|
|
|
|
|
|
geosets.insert(geosetPants);
|
|
|
|
|
|
if (geosetBelt != 0) geosets.insert(geosetBelt);
|
|
|
|
|
|
// Back/Cloak (invType 16)
|
|
|
|
|
|
geosets.insert(hasInvType({16}) ? kGeosetWithCape : kGeosetNoCape);
|
|
|
|
|
|
// Tabard (invType 19)
|
|
|
|
|
|
if (hasInvType({19})) geosets.insert(kGeosetDefaultTabard);
|
|
|
|
|
|
|
|
|
|
|
|
// Hide hair under helmets: replace style-specific scalp with bald scalp
|
|
|
|
|
|
// HEAD slot is index 0 in the 19-element equipment array
|
|
|
|
|
|
if (displayInfoIds[0] != 0 && hairStyleId > 0) {
|
|
|
|
|
|
uint16_t hairGeoset = static_cast<uint16_t>(hairStyleId + 1);
|
|
|
|
|
|
geosets.erase(static_cast<uint16_t>(100 + hairGeoset)); // Remove style group 1
|
|
|
|
|
|
geosets.insert(kGeosetDefaultConnector); // Default group 1 connector
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
charRenderer->setActiveGeosets(st.instanceId, geosets);
|
|
|
|
|
|
|
|
|
|
|
|
// --- Helmet model attachment ---
|
|
|
|
|
|
// HEAD slot is index 0 in the 19-element equipment array.
|
|
|
|
|
|
// Helmet M2s are race/gender-specific (e.g. Helm_Plate_B_01_HuM.m2 for Human Male).
|
|
|
|
|
|
if (displayInfoIds[0] != 0) {
|
|
|
|
|
|
// Detach any previously attached helmet before attaching a new one
|
|
|
|
|
|
charRenderer->detachWeapon(st.instanceId, 0);
|
|
|
|
|
|
charRenderer->detachWeapon(st.instanceId, 11);
|
|
|
|
|
|
|
|
|
|
|
|
int32_t helmIdx = displayInfoDbc->findRecordById(displayInfoIds[0]);
|
|
|
|
|
|
if (helmIdx >= 0) {
|
|
|
|
|
|
const uint32_t leftModelField = idiL ? (*idiL)["LeftModel"] : 1u;
|
|
|
|
|
|
std::string helmModelName = displayInfoDbc->getString(static_cast<uint32_t>(helmIdx), leftModelField);
|
|
|
|
|
|
if (!helmModelName.empty()) {
|
|
|
|
|
|
// Strip .mdx/.m2 extension
|
|
|
|
|
|
size_t dotPos = helmModelName.rfind('.');
|
|
|
|
|
|
if (dotPos != std::string::npos) helmModelName = helmModelName.substr(0, dotPos);
|
|
|
|
|
|
|
|
|
|
|
|
// Race/gender suffix for helmet variants
|
|
|
|
|
|
static const std::unordered_map<uint8_t, std::string> racePrefix = {
|
|
|
|
|
|
{1, "Hu"}, {2, "Or"}, {3, "Dw"}, {4, "Ni"}, {5, "Sc"},
|
|
|
|
|
|
{6, "Ta"}, {7, "Gn"}, {8, "Tr"}, {10, "Be"}, {11, "Dr"}
|
|
|
|
|
|
};
|
|
|
|
|
|
std::string genderSuffix = (st.genderId == 0) ? "M" : "F";
|
|
|
|
|
|
std::string raceSuffix;
|
|
|
|
|
|
auto itRace = racePrefix.find(st.raceId);
|
|
|
|
|
|
if (itRace != racePrefix.end()) {
|
|
|
|
|
|
raceSuffix = "_" + itRace->second + genderSuffix;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Try race/gender-specific variant first, then base name
|
|
|
|
|
|
std::string helmPath;
|
|
|
|
|
|
pipeline::M2Model helmModel;
|
|
|
|
|
|
if (!raceSuffix.empty()) {
|
|
|
|
|
|
helmPath = "Item\\ObjectComponents\\Head\\" + helmModelName + raceSuffix + ".m2";
|
|
|
|
|
|
if (!loadWeaponM2(helmPath, helmModel)) helmModel = {};
|
|
|
|
|
|
}
|
|
|
|
|
|
if (!helmModel.isValid()) {
|
|
|
|
|
|
helmPath = "Item\\ObjectComponents\\Head\\" + helmModelName + ".m2";
|
|
|
|
|
|
loadWeaponM2(helmPath, helmModel);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (helmModel.isValid()) {
|
|
|
|
|
|
uint32_t helmModelId = nextWeaponModelId_++;
|
|
|
|
|
|
// Get texture from ItemDisplayInfo (LeftModelTexture)
|
|
|
|
|
|
const uint32_t leftTexField = idiL ? (*idiL)["LeftModelTexture"] : 3u;
|
|
|
|
|
|
std::string helmTexName = displayInfoDbc->getString(static_cast<uint32_t>(helmIdx), leftTexField);
|
|
|
|
|
|
std::string helmTexPath;
|
|
|
|
|
|
if (!helmTexName.empty()) {
|
|
|
|
|
|
if (!raceSuffix.empty()) {
|
|
|
|
|
|
std::string suffixedTex = "Item\\ObjectComponents\\Head\\" + helmTexName + raceSuffix + ".blp";
|
|
|
|
|
|
if (assetManager_->fileExists(suffixedTex)) helmTexPath = suffixedTex;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (helmTexPath.empty()) {
|
|
|
|
|
|
helmTexPath = "Item\\ObjectComponents\\Head\\" + helmTexName + ".blp";
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
// Attachment point 0 (head bone), fallback to 11 (explicit head attachment)
|
|
|
|
|
|
bool attached = charRenderer->attachWeapon(st.instanceId, 0, helmModel, helmModelId, helmTexPath);
|
|
|
|
|
|
if (!attached) {
|
|
|
|
|
|
attached = charRenderer->attachWeapon(st.instanceId, 11, helmModel, helmModelId, helmTexPath);
|
|
|
|
|
|
}
|
|
|
|
|
|
if (attached) {
|
|
|
|
|
|
LOG_DEBUG("Attached player helmet: ", helmPath, " tex: ", helmTexPath);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
} else {
|
|
|
|
|
|
// No helmet equipped — detach any existing helmet model
|
|
|
|
|
|
charRenderer->detachWeapon(st.instanceId, 0);
|
|
|
|
|
|
charRenderer->detachWeapon(st.instanceId, 11);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// --- Shoulder model attachment ---
|
|
|
|
|
|
// SHOULDERS slot is index 2 in the 19-element equipment array.
|
|
|
|
|
|
// Shoulders have TWO M2 models (left + right) attached at points 5 and 6.
|
|
|
|
|
|
// ItemDisplayInfo.dbc: LeftModel → left shoulder, RightModel → right shoulder.
|
|
|
|
|
|
if (displayInfoIds[2] != 0) {
|
|
|
|
|
|
// Detach any previously attached shoulder models
|
|
|
|
|
|
charRenderer->detachWeapon(st.instanceId, 5);
|
|
|
|
|
|
charRenderer->detachWeapon(st.instanceId, 6);
|
|
|
|
|
|
|
|
|
|
|
|
int32_t shoulderIdx = displayInfoDbc->findRecordById(displayInfoIds[2]);
|
|
|
|
|
|
if (shoulderIdx >= 0) {
|
|
|
|
|
|
const uint32_t leftModelField = idiL ? (*idiL)["LeftModel"] : 1u;
|
|
|
|
|
|
const uint32_t rightModelField = idiL ? (*idiL)["RightModel"] : 2u;
|
|
|
|
|
|
const uint32_t leftTexField = idiL ? (*idiL)["LeftModelTexture"] : 3u;
|
|
|
|
|
|
const uint32_t rightTexField = idiL ? (*idiL)["RightModelTexture"] : 4u;
|
|
|
|
|
|
|
|
|
|
|
|
// Race/gender suffix for shoulder variants (same as helmets)
|
|
|
|
|
|
static const std::unordered_map<uint8_t, std::string> shoulderRacePrefix = {
|
|
|
|
|
|
{1, "Hu"}, {2, "Or"}, {3, "Dw"}, {4, "Ni"}, {5, "Sc"},
|
|
|
|
|
|
{6, "Ta"}, {7, "Gn"}, {8, "Tr"}, {10, "Be"}, {11, "Dr"}
|
|
|
|
|
|
};
|
|
|
|
|
|
std::string genderSuffix = (st.genderId == 0) ? "M" : "F";
|
|
|
|
|
|
std::string raceSuffix;
|
|
|
|
|
|
auto itRace = shoulderRacePrefix.find(st.raceId);
|
|
|
|
|
|
if (itRace != shoulderRacePrefix.end()) {
|
|
|
|
|
|
raceSuffix = "_" + itRace->second + genderSuffix;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Attach left shoulder (attachment point 5) using LeftModel
|
|
|
|
|
|
std::string leftModelName = displayInfoDbc->getString(static_cast<uint32_t>(shoulderIdx), leftModelField);
|
|
|
|
|
|
if (!leftModelName.empty()) {
|
|
|
|
|
|
size_t dotPos = leftModelName.rfind('.');
|
|
|
|
|
|
if (dotPos != std::string::npos) leftModelName = leftModelName.substr(0, dotPos);
|
|
|
|
|
|
|
|
|
|
|
|
std::string leftPath;
|
|
|
|
|
|
pipeline::M2Model leftModel;
|
|
|
|
|
|
if (!raceSuffix.empty()) {
|
|
|
|
|
|
leftPath = "Item\\ObjectComponents\\Shoulder\\" + leftModelName + raceSuffix + ".m2";
|
|
|
|
|
|
if (!loadWeaponM2(leftPath, leftModel)) leftModel = {};
|
|
|
|
|
|
}
|
|
|
|
|
|
if (!leftModel.isValid()) {
|
|
|
|
|
|
leftPath = "Item\\ObjectComponents\\Shoulder\\" + leftModelName + ".m2";
|
|
|
|
|
|
loadWeaponM2(leftPath, leftModel);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (leftModel.isValid()) {
|
|
|
|
|
|
uint32_t leftModelId = nextWeaponModelId_++;
|
|
|
|
|
|
std::string leftTexName = displayInfoDbc->getString(static_cast<uint32_t>(shoulderIdx), leftTexField);
|
|
|
|
|
|
std::string leftTexPath;
|
|
|
|
|
|
if (!leftTexName.empty()) {
|
|
|
|
|
|
if (!raceSuffix.empty()) {
|
|
|
|
|
|
std::string suffixedTex = "Item\\ObjectComponents\\Shoulder\\" + leftTexName + raceSuffix + ".blp";
|
|
|
|
|
|
if (assetManager_->fileExists(suffixedTex)) leftTexPath = suffixedTex;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (leftTexPath.empty()) {
|
|
|
|
|
|
leftTexPath = "Item\\ObjectComponents\\Shoulder\\" + leftTexName + ".blp";
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
bool attached = charRenderer->attachWeapon(st.instanceId, 5, leftModel, leftModelId, leftTexPath);
|
|
|
|
|
|
if (attached) {
|
|
|
|
|
|
LOG_DEBUG("Attached left shoulder: ", leftPath, " tex: ", leftTexPath);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Attach right shoulder (attachment point 6) using RightModel
|
|
|
|
|
|
std::string rightModelName = displayInfoDbc->getString(static_cast<uint32_t>(shoulderIdx), rightModelField);
|
|
|
|
|
|
if (!rightModelName.empty()) {
|
|
|
|
|
|
size_t dotPos = rightModelName.rfind('.');
|
|
|
|
|
|
if (dotPos != std::string::npos) rightModelName = rightModelName.substr(0, dotPos);
|
|
|
|
|
|
|
|
|
|
|
|
std::string rightPath;
|
|
|
|
|
|
pipeline::M2Model rightModel;
|
|
|
|
|
|
if (!raceSuffix.empty()) {
|
|
|
|
|
|
rightPath = "Item\\ObjectComponents\\Shoulder\\" + rightModelName + raceSuffix + ".m2";
|
|
|
|
|
|
if (!loadWeaponM2(rightPath, rightModel)) rightModel = {};
|
|
|
|
|
|
}
|
|
|
|
|
|
if (!rightModel.isValid()) {
|
|
|
|
|
|
rightPath = "Item\\ObjectComponents\\Shoulder\\" + rightModelName + ".m2";
|
|
|
|
|
|
loadWeaponM2(rightPath, rightModel);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (rightModel.isValid()) {
|
|
|
|
|
|
uint32_t rightModelId = nextWeaponModelId_++;
|
|
|
|
|
|
std::string rightTexName = displayInfoDbc->getString(static_cast<uint32_t>(shoulderIdx), rightTexField);
|
|
|
|
|
|
std::string rightTexPath;
|
|
|
|
|
|
if (!rightTexName.empty()) {
|
|
|
|
|
|
if (!raceSuffix.empty()) {
|
|
|
|
|
|
std::string suffixedTex = "Item\\ObjectComponents\\Shoulder\\" + rightTexName + raceSuffix + ".blp";
|
|
|
|
|
|
if (assetManager_->fileExists(suffixedTex)) rightTexPath = suffixedTex;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (rightTexPath.empty()) {
|
|
|
|
|
|
rightTexPath = "Item\\ObjectComponents\\Shoulder\\" + rightTexName + ".blp";
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
bool attached = charRenderer->attachWeapon(st.instanceId, 6, rightModel, rightModelId, rightTexPath);
|
|
|
|
|
|
if (attached) {
|
|
|
|
|
|
LOG_DEBUG("Attached right shoulder: ", rightPath, " tex: ", rightTexPath);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
} else {
|
|
|
|
|
|
// No shoulders equipped — detach any existing shoulder models
|
|
|
|
|
|
charRenderer->detachWeapon(st.instanceId, 5);
|
|
|
|
|
|
charRenderer->detachWeapon(st.instanceId, 6);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// --- Cape texture (group 15 / texture type 2) ---
|
|
|
|
|
|
// The geoset above enables the cape mesh, but without a texture it renders blank.
|
|
|
|
|
|
if (hasInvType({16})) {
|
|
|
|
|
|
// Back/cloak is WoW equipment slot 14 (BACK) in the 19-element array.
|
|
|
|
|
|
uint32_t capeDid = displayInfoIds[14];
|
|
|
|
|
|
if (capeDid != 0) {
|
|
|
|
|
|
int32_t capeRecIdx = displayInfoDbc->findRecordById(capeDid);
|
|
|
|
|
|
if (capeRecIdx >= 0) {
|
|
|
|
|
|
const uint32_t leftTexField = idiL ? (*idiL)["LeftModelTexture"] : 3u;
|
|
|
|
|
|
std::string capeName = displayInfoDbc->getString(
|
|
|
|
|
|
static_cast<uint32_t>(capeRecIdx), leftTexField);
|
|
|
|
|
|
|
|
|
|
|
|
if (!capeName.empty()) {
|
|
|
|
|
|
std::replace(capeName.begin(), capeName.end(), '/', '\\');
|
|
|
|
|
|
|
|
|
|
|
|
auto hasBlpExt = [](const std::string& p) {
|
|
|
|
|
|
if (p.size() < 4) return false;
|
|
|
|
|
|
std::string ext = p.substr(p.size() - 4);
|
|
|
|
|
|
std::transform(ext.begin(), ext.end(), ext.begin(),
|
|
|
|
|
|
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
|
|
|
|
|
|
return ext == ".blp";
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
const bool hasDir = (capeName.find('\\') != std::string::npos);
|
|
|
|
|
|
const bool hasExt = hasBlpExt(capeName);
|
|
|
|
|
|
|
|
|
|
|
|
std::vector<std::string> capeCandidates;
|
|
|
|
|
|
auto addCapeCandidate = [&](const std::string& p) {
|
|
|
|
|
|
if (p.empty()) return;
|
|
|
|
|
|
if (std::find(capeCandidates.begin(), capeCandidates.end(), p) == capeCandidates.end()) {
|
|
|
|
|
|
capeCandidates.push_back(p);
|
|
|
|
|
|
}
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
if (hasDir) {
|
|
|
|
|
|
addCapeCandidate(capeName);
|
|
|
|
|
|
if (!hasExt) addCapeCandidate(capeName + ".blp");
|
|
|
|
|
|
} else {
|
|
|
|
|
|
std::string baseObj = "Item\\ObjectComponents\\Cape\\" + capeName;
|
|
|
|
|
|
std::string baseTex = "Item\\TextureComponents\\Cape\\" + capeName;
|
|
|
|
|
|
addCapeCandidate(baseObj);
|
|
|
|
|
|
addCapeCandidate(baseTex);
|
|
|
|
|
|
if (!hasExt) {
|
|
|
|
|
|
addCapeCandidate(baseObj + ".blp");
|
|
|
|
|
|
addCapeCandidate(baseTex + ".blp");
|
|
|
|
|
|
}
|
|
|
|
|
|
addCapeCandidate(baseObj + (st.genderId == 1 ? "_F.blp" : "_M.blp"));
|
|
|
|
|
|
addCapeCandidate(baseObj + "_U.blp");
|
|
|
|
|
|
addCapeCandidate(baseTex + (st.genderId == 1 ? "_F.blp" : "_M.blp"));
|
|
|
|
|
|
addCapeCandidate(baseTex + "_U.blp");
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const rendering::VkTexture* whiteTex = charRenderer->loadTexture("");
|
|
|
|
|
|
rendering::VkTexture* capeTexture = nullptr;
|
|
|
|
|
|
for (const auto& candidate : capeCandidates) {
|
|
|
|
|
|
rendering::VkTexture* tex = charRenderer->loadTexture(candidate);
|
|
|
|
|
|
if (tex && tex != whiteTex) {
|
|
|
|
|
|
capeTexture = tex;
|
|
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (capeTexture) {
|
|
|
|
|
|
charRenderer->setGroupTextureOverride(st.instanceId, 15, capeTexture);
|
|
|
|
|
|
if (const auto* md = charRenderer->getModelData(st.modelId)) {
|
|
|
|
|
|
for (size_t ti = 0; ti < md->textures.size(); ti++) {
|
|
|
|
|
|
if (md->textures[ti].type == 2) {
|
|
|
|
|
|
charRenderer->setTextureSlotOverride(
|
|
|
|
|
|
st.instanceId, static_cast<uint16_t>(ti), capeTexture);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// --- Textures (skin atlas compositing) ---
|
|
|
|
|
|
static constexpr const char* componentDirs[] = {
|
|
|
|
|
|
"ArmUpperTexture",
|
|
|
|
|
|
"ArmLowerTexture",
|
|
|
|
|
|
"HandTexture",
|
|
|
|
|
|
"TorsoUpperTexture",
|
|
|
|
|
|
"TorsoLowerTexture",
|
|
|
|
|
|
"LegUpperTexture",
|
|
|
|
|
|
"LegLowerTexture",
|
|
|
|
|
|
"FootTexture",
|
|
|
|
|
|
};
|
|
|
|
|
|
|
2026-04-03 22:05:38 -07:00
|
|
|
|
uint32_t texRegionFields[8];
|
|
|
|
|
|
pipeline::getItemDisplayInfoTextureFields(*displayInfoDbc, idiL, texRegionFields);
|
2026-03-31 22:01:55 +03:00
|
|
|
|
|
|
|
|
|
|
std::vector<std::pair<int, std::string>> regionLayers;
|
|
|
|
|
|
const bool isFemale = (st.genderId == 1);
|
|
|
|
|
|
|
|
|
|
|
|
for (int s = 0; s < 19; s++) {
|
|
|
|
|
|
uint32_t did = displayInfoIds[s];
|
|
|
|
|
|
if (did == 0) continue;
|
|
|
|
|
|
int32_t recIdx = displayInfoDbc->findRecordById(did);
|
|
|
|
|
|
if (recIdx < 0) continue;
|
|
|
|
|
|
|
|
|
|
|
|
for (int region = 0; region < 8; region++) {
|
|
|
|
|
|
std::string texName = displayInfoDbc->getString(
|
|
|
|
|
|
static_cast<uint32_t>(recIdx), texRegionFields[region]);
|
|
|
|
|
|
if (texName.empty()) continue;
|
|
|
|
|
|
|
|
|
|
|
|
std::string base = "Item\\TextureComponents\\" + std::string(componentDirs[region]) + "\\" + texName;
|
|
|
|
|
|
std::string genderPath = base + (isFemale ? "_F.blp" : "_M.blp");
|
|
|
|
|
|
std::string unisexPath = base + "_U.blp";
|
|
|
|
|
|
std::string fullPath;
|
|
|
|
|
|
if (assetManager_->fileExists(genderPath)) fullPath = genderPath;
|
|
|
|
|
|
else if (assetManager_->fileExists(unisexPath)) fullPath = unisexPath;
|
|
|
|
|
|
else fullPath = base + ".blp";
|
|
|
|
|
|
|
|
|
|
|
|
regionLayers.emplace_back(region, fullPath);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const auto slotsIt = playerTextureSlotsByModelId_.find(st.modelId);
|
|
|
|
|
|
if (slotsIt == playerTextureSlotsByModelId_.end()) return;
|
|
|
|
|
|
const PlayerTextureSlots& slots = slotsIt->second;
|
|
|
|
|
|
if (slots.skin < 0) return;
|
|
|
|
|
|
|
|
|
|
|
|
rendering::VkTexture* newTex = charRenderer->compositeWithRegions(st.bodySkinPath, st.underwearPaths, regionLayers);
|
|
|
|
|
|
if (newTex) {
|
|
|
|
|
|
charRenderer->setTextureSlotOverride(st.instanceId, static_cast<uint16_t>(slots.skin), newTex);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// --- Weapon model attachment ---
|
|
|
|
|
|
// Slot indices in the 19-element EquipSlot array:
|
|
|
|
|
|
// 15 = MAIN_HAND → attachment 1 (right hand)
|
|
|
|
|
|
// 16 = OFF_HAND → attachment 2 (left hand)
|
|
|
|
|
|
struct OnlineWeaponSlot {
|
|
|
|
|
|
int slotIndex;
|
|
|
|
|
|
uint32_t attachmentId;
|
|
|
|
|
|
};
|
|
|
|
|
|
static constexpr OnlineWeaponSlot weaponSlots[] = {
|
|
|
|
|
|
{ 15, 1 }, // MAIN_HAND → right hand
|
|
|
|
|
|
{ 16, 2 }, // OFF_HAND → left hand
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
const uint32_t modelFieldL = idiL ? (*idiL)["LeftModel"] : 1u;
|
|
|
|
|
|
const uint32_t modelFieldR = idiL ? (*idiL)["RightModel"] : 2u;
|
|
|
|
|
|
const uint32_t texFieldL = idiL ? (*idiL)["LeftModelTexture"] : 3u;
|
|
|
|
|
|
const uint32_t texFieldR = idiL ? (*idiL)["RightModelTexture"] : 4u;
|
|
|
|
|
|
|
|
|
|
|
|
for (const auto& ws : weaponSlots) {
|
|
|
|
|
|
uint32_t weapDisplayId = displayInfoIds[ws.slotIndex];
|
|
|
|
|
|
if (weapDisplayId == 0) {
|
|
|
|
|
|
charRenderer->detachWeapon(st.instanceId, ws.attachmentId);
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int32_t recIdx = displayInfoDbc->findRecordById(weapDisplayId);
|
|
|
|
|
|
if (recIdx < 0) {
|
|
|
|
|
|
charRenderer->detachWeapon(st.instanceId, ws.attachmentId);
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Prefer LeftModel (full weapon), fall back to RightModel (hilt variants)
|
|
|
|
|
|
std::string modelName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), modelFieldL);
|
|
|
|
|
|
std::string textureName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), texFieldL);
|
|
|
|
|
|
if (modelName.empty()) {
|
|
|
|
|
|
modelName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), modelFieldR);
|
|
|
|
|
|
textureName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), texFieldR);
|
|
|
|
|
|
}
|
|
|
|
|
|
if (modelName.empty()) {
|
|
|
|
|
|
charRenderer->detachWeapon(st.instanceId, ws.attachmentId);
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Convert .mdx → .m2
|
|
|
|
|
|
std::string modelFile = modelName;
|
|
|
|
|
|
{
|
|
|
|
|
|
size_t dotPos = modelFile.rfind('.');
|
|
|
|
|
|
if (dotPos != std::string::npos) modelFile = modelFile.substr(0, dotPos);
|
|
|
|
|
|
modelFile += ".m2";
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Try Weapon directory first, then Shield
|
|
|
|
|
|
std::string m2Path = "Item\\ObjectComponents\\Weapon\\" + modelFile;
|
|
|
|
|
|
pipeline::M2Model weaponModel;
|
|
|
|
|
|
if (!loadWeaponM2(m2Path, weaponModel)) {
|
|
|
|
|
|
m2Path = "Item\\ObjectComponents\\Shield\\" + modelFile;
|
|
|
|
|
|
if (!loadWeaponM2(m2Path, weaponModel)) {
|
|
|
|
|
|
charRenderer->detachWeapon(st.instanceId, ws.attachmentId);
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Build texture path
|
|
|
|
|
|
std::string texturePath;
|
|
|
|
|
|
if (!textureName.empty()) {
|
|
|
|
|
|
texturePath = "Item\\ObjectComponents\\Weapon\\" + textureName + ".blp";
|
|
|
|
|
|
if (!assetManager_->fileExists(texturePath)) {
|
|
|
|
|
|
texturePath = "Item\\ObjectComponents\\Shield\\" + textureName + ".blp";
|
|
|
|
|
|
if (!assetManager_->fileExists(texturePath)) texturePath.clear();
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
uint32_t weaponModelId = nextWeaponModelId_++;
|
|
|
|
|
|
charRenderer->attachWeapon(st.instanceId, ws.attachmentId,
|
|
|
|
|
|
weaponModel, weaponModelId, texturePath);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void EntitySpawner::despawnPlayer(uint64_t guid) {
|
|
|
|
|
|
if (!renderer_ || !renderer_->getCharacterRenderer()) return;
|
|
|
|
|
|
auto it = playerInstances_.find(guid);
|
|
|
|
|
|
if (it == playerInstances_.end()) return;
|
|
|
|
|
|
renderer_->getCharacterRenderer()->removeInstance(it->second);
|
|
|
|
|
|
playerInstances_.erase(it);
|
|
|
|
|
|
onlinePlayerAppearance_.erase(guid);
|
|
|
|
|
|
pendingOnlinePlayerEquipment_.erase(guid);
|
|
|
|
|
|
creatureRenderPosCache_.erase(guid);
|
|
|
|
|
|
creatureSwimmingState_.erase(guid);
|
|
|
|
|
|
creatureWalkingState_.erase(guid);
|
|
|
|
|
|
creatureFlyingState_.erase(guid);
|
|
|
|
|
|
creatureWasMoving_.erase(guid);
|
|
|
|
|
|
creatureWasSwimming_.erase(guid);
|
|
|
|
|
|
creatureWasFlying_.erase(guid);
|
|
|
|
|
|
creatureWasWalking_.erase(guid);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void EntitySpawner::spawnOnlineGameObject(uint64_t guid, uint32_t entry, uint32_t displayId, float x, float y, float z, float orientation, float scale) {
|
|
|
|
|
|
if (!renderer_ || !assetManager_) return;
|
|
|
|
|
|
|
|
|
|
|
|
if (!gameObjectLookupsBuilt_) {
|
|
|
|
|
|
buildGameObjectDisplayLookups();
|
|
|
|
|
|
}
|
|
|
|
|
|
if (!gameObjectLookupsBuilt_) return;
|
|
|
|
|
|
|
|
|
|
|
|
auto goIt = gameObjectInstances_.find(guid);
|
|
|
|
|
|
if (goIt != gameObjectInstances_.end()) {
|
|
|
|
|
|
// Already have a render instance — update its position (e.g. transport re-creation)
|
|
|
|
|
|
auto& info = goIt->second;
|
|
|
|
|
|
glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z));
|
|
|
|
|
|
LOG_DEBUG("GameObject position update: displayId=", displayId, " guid=0x", std::hex, guid, std::dec,
|
|
|
|
|
|
" pos=(", x, ", ", y, ", ", z, ")");
|
|
|
|
|
|
if (renderer_) {
|
|
|
|
|
|
if (info.isWmo) {
|
|
|
|
|
|
if (auto* wr = renderer_->getWMORenderer()) {
|
|
|
|
|
|
glm::mat4 transform(1.0f);
|
|
|
|
|
|
transform = glm::translate(transform, renderPos);
|
|
|
|
|
|
transform = glm::rotate(transform, orientation, glm::vec3(0, 0, 1));
|
|
|
|
|
|
wr->setInstanceTransform(info.instanceId, transform);
|
|
|
|
|
|
}
|
|
|
|
|
|
} else {
|
|
|
|
|
|
if (auto* mr = renderer_->getM2Renderer()) {
|
|
|
|
|
|
glm::mat4 transform(1.0f);
|
|
|
|
|
|
transform = glm::translate(transform, renderPos);
|
|
|
|
|
|
mr->setInstanceTransform(info.instanceId, transform);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
std::string modelPath;
|
|
|
|
|
|
|
|
|
|
|
|
// Override model path for transports with wrong displayIds (preloaded transports)
|
|
|
|
|
|
// Check if this GUID is a known transport
|
|
|
|
|
|
bool isTransport = gameHandler_ && gameHandler_->isTransportGuid(guid);
|
|
|
|
|
|
if (isTransport) {
|
|
|
|
|
|
// Map common transport displayIds to correct WMO paths
|
|
|
|
|
|
// NOTE: displayIds 455/462 are elevators in Thunder Bluff and should NOT be forced to ships.
|
|
|
|
|
|
// Keep ship/zeppelin overrides entry-driven where possible.
|
|
|
|
|
|
// DisplayIds 807, 808 = Zeppelins
|
|
|
|
|
|
// DisplayIds 2454, 1587 = Special ships/icebreakers
|
|
|
|
|
|
if (entry == 20808 || entry == 176231 || entry == 176310) {
|
|
|
|
|
|
modelPath = "World\\wmo\\transports\\transport_ship\\transportship.wmo";
|
|
|
|
|
|
LOG_INFO("Overriding transport entry/display ", entry, "/", displayId, " → transportship.wmo");
|
|
|
|
|
|
} else if (displayId == 807 || displayId == 808 || displayId == 175080 || displayId == 176495 || displayId == 164871) {
|
|
|
|
|
|
modelPath = "World\\wmo\\transports\\transport_zeppelin\\transport_zeppelin.wmo";
|
|
|
|
|
|
LOG_INFO("Overriding transport displayId ", displayId, " → transport_zeppelin.wmo");
|
|
|
|
|
|
} else if (displayId == 1587) {
|
|
|
|
|
|
modelPath = "World\\wmo\\transports\\transport_horde_zeppelin\\Transport_Horde_Zeppelin.wmo";
|
|
|
|
|
|
LOG_INFO("Overriding transport displayId ", displayId, " → Transport_Horde_Zeppelin.wmo");
|
|
|
|
|
|
} else if (displayId == 2454 || displayId == 181688 || displayId == 190536) {
|
|
|
|
|
|
modelPath = "World\\wmo\\transports\\icebreaker\\Transport_Icebreaker_ship.wmo";
|
|
|
|
|
|
LOG_INFO("Overriding transport displayId ", displayId, " → Transport_Icebreaker_ship.wmo");
|
|
|
|
|
|
} else if (displayId == 3831) {
|
|
|
|
|
|
// Deeprun Tram car
|
|
|
|
|
|
modelPath = "World\\Generic\\Gnome\\Passive Doodads\\Subway\\SubwayCar.m2";
|
|
|
|
|
|
LOG_WARNING("Overriding transport displayId ", displayId, " → SubwayCar.m2");
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Fallback to normal displayId lookup if not a transport or no override matched
|
|
|
|
|
|
if (modelPath.empty()) {
|
|
|
|
|
|
modelPath = getGameObjectModelPathForDisplayId(displayId);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (modelPath.empty()) {
|
|
|
|
|
|
LOG_WARNING("No model path for gameobject displayId ", displayId, " (guid 0x", std::hex, guid, std::dec, ")");
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Log spawns to help debug duplicate objects (e.g., cathedral issue)
|
|
|
|
|
|
LOG_DEBUG("GameObject spawn: displayId=", displayId, " guid=0x", std::hex, guid, std::dec,
|
|
|
|
|
|
" model=", modelPath, " pos=(", x, ", ", y, ", ", z, ")");
|
|
|
|
|
|
|
|
|
|
|
|
std::string lowerPath = modelPath;
|
|
|
|
|
|
std::transform(lowerPath.begin(), lowerPath.end(), lowerPath.begin(),
|
|
|
|
|
|
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
|
|
|
|
|
|
bool isWmo = lowerPath.size() >= 4 && lowerPath.substr(lowerPath.size() - 4) == ".wmo";
|
|
|
|
|
|
|
|
|
|
|
|
glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z));
|
|
|
|
|
|
const float renderYawWmo = orientation;
|
|
|
|
|
|
// M2 game objects: model default faces +renderX. renderYaw = canonical + 90° = server_yaw
|
|
|
|
|
|
// (same offset as creature/character renderer_ so all M2 models face consistently)
|
|
|
|
|
|
const float renderYawM2go = orientation + glm::radians(90.0f);
|
|
|
|
|
|
|
|
|
|
|
|
bool loadedAsWmo = false;
|
|
|
|
|
|
if (isWmo) {
|
|
|
|
|
|
auto* wmoRenderer = renderer_->getWMORenderer();
|
|
|
|
|
|
if (!wmoRenderer) return;
|
|
|
|
|
|
|
|
|
|
|
|
uint32_t modelId = 0;
|
|
|
|
|
|
auto itCache = gameObjectDisplayIdWmoCache_.find(displayId);
|
|
|
|
|
|
if (itCache != gameObjectDisplayIdWmoCache_.end()) {
|
|
|
|
|
|
modelId = itCache->second;
|
|
|
|
|
|
// Only use cached entry if the model is still resident in the renderer_
|
|
|
|
|
|
if (wmoRenderer->isModelLoaded(modelId)) {
|
|
|
|
|
|
loadedAsWmo = true;
|
|
|
|
|
|
} else {
|
|
|
|
|
|
gameObjectDisplayIdWmoCache_.erase(itCache);
|
|
|
|
|
|
modelId = 0;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
if (!loadedAsWmo && modelId == 0) {
|
|
|
|
|
|
auto wmoData = assetManager_->readFile(modelPath);
|
|
|
|
|
|
if (!wmoData.empty()) {
|
|
|
|
|
|
pipeline::WMOModel wmoModel = pipeline::WMOLoader::load(wmoData);
|
|
|
|
|
|
LOG_DEBUG("Gameobject WMO root loaded: ", modelPath, " nGroups=", wmoModel.nGroups);
|
|
|
|
|
|
int loadedGroups = 0;
|
|
|
|
|
|
if (wmoModel.nGroups > 0) {
|
|
|
|
|
|
std::string basePath = modelPath;
|
|
|
|
|
|
std::string extension;
|
|
|
|
|
|
if (basePath.size() > 4) {
|
|
|
|
|
|
extension = basePath.substr(basePath.size() - 4);
|
|
|
|
|
|
std::string extLower = extension;
|
|
|
|
|
|
for (char& c : extLower) c = static_cast<char>(std::tolower(static_cast<unsigned char>(c)));
|
|
|
|
|
|
if (extLower == ".wmo") {
|
|
|
|
|
|
basePath = basePath.substr(0, basePath.size() - 4);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
for (uint32_t gi = 0; gi < wmoModel.nGroups; gi++) {
|
|
|
|
|
|
char groupSuffix[16];
|
|
|
|
|
|
snprintf(groupSuffix, sizeof(groupSuffix), "_%03u%s", gi, extension.c_str());
|
|
|
|
|
|
std::string groupPath = basePath + groupSuffix;
|
|
|
|
|
|
std::vector<uint8_t> groupData = assetManager_->readFile(groupPath);
|
|
|
|
|
|
if (groupData.empty()) {
|
|
|
|
|
|
snprintf(groupSuffix, sizeof(groupSuffix), "_%03u.wmo", gi);
|
|
|
|
|
|
groupData = assetManager_->readFile(basePath + groupSuffix);
|
|
|
|
|
|
}
|
|
|
|
|
|
if (groupData.empty()) {
|
|
|
|
|
|
snprintf(groupSuffix, sizeof(groupSuffix), "_%03u.WMO", gi);
|
|
|
|
|
|
groupData = assetManager_->readFile(basePath + groupSuffix);
|
|
|
|
|
|
}
|
|
|
|
|
|
if (!groupData.empty()) {
|
|
|
|
|
|
pipeline::WMOLoader::loadGroup(groupData, wmoModel, gi);
|
|
|
|
|
|
loadedGroups++;
|
|
|
|
|
|
} else {
|
|
|
|
|
|
LOG_WARNING(" Failed to load WMO group ", gi, " for: ", basePath);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (loadedGroups > 0 || wmoModel.nGroups == 0) {
|
|
|
|
|
|
modelId = nextGameObjectWmoModelId_++;
|
|
|
|
|
|
if (wmoRenderer->loadModel(wmoModel, modelId)) {
|
|
|
|
|
|
gameObjectDisplayIdWmoCache_[displayId] = modelId;
|
|
|
|
|
|
loadedAsWmo = true;
|
|
|
|
|
|
} else {
|
|
|
|
|
|
LOG_WARNING("Failed to load gameobject WMO model: ", modelPath);
|
|
|
|
|
|
}
|
|
|
|
|
|
} else {
|
|
|
|
|
|
LOG_WARNING("No WMO groups loaded for gameobject: ", modelPath,
|
|
|
|
|
|
" — falling back to M2");
|
|
|
|
|
|
}
|
|
|
|
|
|
} else {
|
|
|
|
|
|
LOG_WARNING("Failed to read gameobject WMO: ", modelPath, " — falling back to M2");
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (loadedAsWmo) {
|
|
|
|
|
|
uint32_t instanceId = wmoRenderer->createInstance(modelId, renderPos,
|
|
|
|
|
|
glm::vec3(0.0f, 0.0f, renderYawWmo), scale);
|
|
|
|
|
|
if (instanceId == 0) {
|
|
|
|
|
|
LOG_WARNING("Failed to create gameobject WMO instance for guid 0x", std::hex, guid, std::dec);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
gameObjectInstances_[guid] = {modelId, instanceId, true};
|
|
|
|
|
|
LOG_DEBUG("Spawned gameobject WMO: guid=0x", std::hex, guid, std::dec,
|
|
|
|
|
|
" displayId=", displayId, " at (", x, ", ", y, ", ", z, ")");
|
|
|
|
|
|
|
|
|
|
|
|
// Spawn transport WMO doodads (chairs, furniture, etc.) as child M2 instances
|
|
|
|
|
|
bool isTransport = false;
|
|
|
|
|
|
if (gameHandler_) {
|
|
|
|
|
|
std::string lowerModelPath = modelPath;
|
|
|
|
|
|
std::transform(lowerModelPath.begin(), lowerModelPath.end(), lowerModelPath.begin(),
|
|
|
|
|
|
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
|
|
|
|
|
|
isTransport = (lowerModelPath.find("transport") != std::string::npos);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
auto* m2Renderer = renderer_->getM2Renderer();
|
|
|
|
|
|
if (m2Renderer && isTransport) {
|
|
|
|
|
|
const auto* doodadTemplates = wmoRenderer->getDoodadTemplates(modelId);
|
|
|
|
|
|
if (doodadTemplates && !doodadTemplates->empty()) {
|
|
|
|
|
|
constexpr size_t kMaxTransportDoodads = 192;
|
|
|
|
|
|
const size_t doodadBudget = std::min(doodadTemplates->size(), kMaxTransportDoodads);
|
|
|
|
|
|
LOG_DEBUG("Queueing ", doodadBudget, "/", doodadTemplates->size(),
|
|
|
|
|
|
" transport doodads for WMO instance ", instanceId);
|
|
|
|
|
|
pendingTransportDoodadBatches_.push_back(PendingTransportDoodadBatch{
|
|
|
|
|
|
guid,
|
|
|
|
|
|
modelId,
|
|
|
|
|
|
instanceId,
|
|
|
|
|
|
0,
|
|
|
|
|
|
doodadBudget,
|
|
|
|
|
|
0,
|
|
|
|
|
|
x, y, z,
|
|
|
|
|
|
orientation
|
|
|
|
|
|
});
|
|
|
|
|
|
} else {
|
|
|
|
|
|
LOG_DEBUG("Transport WMO has no doodads or templates not available");
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Transport GameObjects are not always named "transport" in their WMO path
|
|
|
|
|
|
// (e.g. elevators/lifts). If the server marks it as a transport, always
|
|
|
|
|
|
// notify so TransportManager can animate/carry passengers.
|
|
|
|
|
|
bool isTG = gameHandler_ && gameHandler_->isTransportGuid(guid);
|
|
|
|
|
|
LOG_WARNING("WMO GO spawned: guid=0x", std::hex, guid, std::dec,
|
|
|
|
|
|
" entry=", entry, " displayId=", displayId,
|
|
|
|
|
|
" isTransport=", isTG,
|
|
|
|
|
|
" pos=(", x, ", ", y, ", ", z, ")");
|
|
|
|
|
|
if (isTG) {
|
|
|
|
|
|
gameHandler_->notifyTransportSpawned(guid, entry, displayId, x, y, z, orientation);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// WMO failed — fall through to try as M2
|
|
|
|
|
|
// Convert .wmo path to .m2 for fallback
|
|
|
|
|
|
modelPath = modelPath.substr(0, modelPath.size() - 4) + ".m2";
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
auto* m2Renderer = renderer_->getM2Renderer();
|
|
|
|
|
|
if (!m2Renderer) return;
|
|
|
|
|
|
|
|
|
|
|
|
// Skip displayIds that permanently failed to load (e.g. empty/unsupported M2s).
|
|
|
|
|
|
// Without this guard the same empty model is re-parsed every frame, causing
|
|
|
|
|
|
// sustained log spam and wasted CPU.
|
|
|
|
|
|
if (gameObjectDisplayIdFailedCache_.count(displayId)) return;
|
|
|
|
|
|
|
|
|
|
|
|
uint32_t modelId = 0;
|
|
|
|
|
|
auto itCache = gameObjectDisplayIdModelCache_.find(displayId);
|
|
|
|
|
|
if (itCache != gameObjectDisplayIdModelCache_.end()) {
|
|
|
|
|
|
modelId = itCache->second;
|
|
|
|
|
|
if (!m2Renderer->hasModel(modelId)) {
|
|
|
|
|
|
LOG_WARNING("GO M2 cache hit but model gone: displayId=", displayId,
|
|
|
|
|
|
" modelId=", modelId, " path=", modelPath,
|
|
|
|
|
|
" — reloading");
|
|
|
|
|
|
gameObjectDisplayIdModelCache_.erase(itCache);
|
|
|
|
|
|
itCache = gameObjectDisplayIdModelCache_.end();
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
if (itCache == gameObjectDisplayIdModelCache_.end()) {
|
|
|
|
|
|
modelId = nextGameObjectModelId_++;
|
|
|
|
|
|
|
|
|
|
|
|
auto m2Data = assetManager_->readFile(modelPath);
|
|
|
|
|
|
if (m2Data.empty()) {
|
|
|
|
|
|
LOG_WARNING("Failed to read gameobject M2: ", modelPath);
|
|
|
|
|
|
gameObjectDisplayIdFailedCache_.insert(displayId);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
pipeline::M2Model model = pipeline::M2Loader::load(m2Data);
|
|
|
|
|
|
if (model.vertices.empty()) {
|
|
|
|
|
|
LOG_WARNING("Failed to parse gameobject M2: ", modelPath);
|
|
|
|
|
|
gameObjectDisplayIdFailedCache_.insert(displayId);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
std::string skinPath = modelPath.substr(0, modelPath.size() - 3) + "00.skin";
|
|
|
|
|
|
auto skinData = assetManager_->readFile(skinPath);
|
|
|
|
|
|
if (!skinData.empty() && model.version >= 264) {
|
|
|
|
|
|
pipeline::M2Loader::loadSkin(skinData, model);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (!m2Renderer->loadModel(model, modelId)) {
|
|
|
|
|
|
LOG_WARNING("Failed to load gameobject model: ", modelPath);
|
|
|
|
|
|
gameObjectDisplayIdFailedCache_.insert(displayId);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
gameObjectDisplayIdModelCache_[displayId] = modelId;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
uint32_t instanceId = m2Renderer->createInstance(modelId, renderPos,
|
|
|
|
|
|
glm::vec3(0.0f, 0.0f, renderYawM2go), scale);
|
|
|
|
|
|
if (instanceId == 0) {
|
|
|
|
|
|
LOG_WARNING("Failed to create gameobject instance for guid 0x", std::hex, guid, std::dec);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Freeze animation for static gameobjects, but let portals/effects/transports animate
|
|
|
|
|
|
bool isTransportGO = gameHandler_ && gameHandler_->isTransportGuid(guid);
|
|
|
|
|
|
std::string lowerPath = modelPath;
|
|
|
|
|
|
std::transform(lowerPath.begin(), lowerPath.end(), lowerPath.begin(),
|
|
|
|
|
|
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
|
|
|
|
|
|
bool isAnimatedEffect = (lowerPath.find("instanceportal") != std::string::npos ||
|
|
|
|
|
|
lowerPath.find("instancenewportal") != std::string::npos ||
|
|
|
|
|
|
lowerPath.find("portalfx") != std::string::npos ||
|
|
|
|
|
|
lowerPath.find("spellportal") != std::string::npos);
|
|
|
|
|
|
if (!isAnimatedEffect && !isTransportGO) {
|
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
|
|
|
|
// Check for totem idle animations — totems should animate, not freeze
|
|
|
|
|
|
bool isTotem = false;
|
|
|
|
|
|
if (m2Renderer->hasAnimation(instanceId, 245)) { // TOTEM_SMALL
|
|
|
|
|
|
m2Renderer->setInstanceAnimation(instanceId, 245, true);
|
|
|
|
|
|
isTotem = true;
|
|
|
|
|
|
} else if (m2Renderer->hasAnimation(instanceId, 246)) { // TOTEM_MEDIUM
|
|
|
|
|
|
m2Renderer->setInstanceAnimation(instanceId, 246, true);
|
|
|
|
|
|
isTotem = true;
|
|
|
|
|
|
} else if (m2Renderer->hasAnimation(instanceId, 247)) { // TOTEM_LARGE
|
|
|
|
|
|
m2Renderer->setInstanceAnimation(instanceId, 247, true);
|
|
|
|
|
|
isTotem = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (!isTotem) {
|
|
|
|
|
|
m2Renderer->setInstanceAnimationFrozen(instanceId, true);
|
|
|
|
|
|
}
|
2026-03-31 22:01:55 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
gameObjectInstances_[guid] = {modelId, instanceId, false};
|
|
|
|
|
|
|
|
|
|
|
|
// Notify transport system for M2 transports (e.g. Deeprun Tram cars)
|
|
|
|
|
|
if (gameHandler_ && gameHandler_->isTransportGuid(guid)) {
|
|
|
|
|
|
LOG_WARNING("M2 transport spawned: guid=0x", std::hex, guid, std::dec,
|
|
|
|
|
|
" entry=", entry, " displayId=", displayId,
|
|
|
|
|
|
" instanceId=", instanceId);
|
|
|
|
|
|
gameHandler_->notifyTransportSpawned(guid, entry, displayId, x, y, z, orientation);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
LOG_DEBUG("Spawned gameobject: guid=0x", std::hex, guid, std::dec,
|
|
|
|
|
|
" displayId=", displayId, " at (", x, ", ", y, ", ", z, ")");
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void EntitySpawner::processAsyncCreatureResults(bool unlimited) {
|
|
|
|
|
|
// Check completed async model loads and finalize on main thread (GPU upload + instance creation).
|
|
|
|
|
|
// Limit GPU model uploads per tick to avoid long main-thread stalls that can starve socket updates.
|
|
|
|
|
|
// Even in unlimited mode (load screen), keep a small cap and budget to prevent multi-second stalls.
|
|
|
|
|
|
static constexpr int kMaxModelUploadsPerTick = 1;
|
|
|
|
|
|
static constexpr int kMaxModelUploadsPerTickWarmup = 1;
|
|
|
|
|
|
static constexpr float kFinalizeBudgetMs = 2.0f;
|
|
|
|
|
|
static constexpr float kFinalizeBudgetWarmupMs = 2.0f;
|
|
|
|
|
|
const int maxUploadsThisTick = unlimited ? kMaxModelUploadsPerTickWarmup : kMaxModelUploadsPerTick;
|
|
|
|
|
|
const float budgetMs = unlimited ? kFinalizeBudgetWarmupMs : kFinalizeBudgetMs;
|
|
|
|
|
|
const auto tickStart = std::chrono::steady_clock::now();
|
|
|
|
|
|
int modelUploads = 0;
|
|
|
|
|
|
|
|
|
|
|
|
for (auto it = asyncCreatureLoads_.begin(); it != asyncCreatureLoads_.end(); ) {
|
|
|
|
|
|
if (std::chrono::duration<float, std::milli>(
|
|
|
|
|
|
std::chrono::steady_clock::now() - tickStart).count() >= budgetMs) {
|
|
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (!it->future.valid() ||
|
|
|
|
|
|
it->future.wait_for(std::chrono::milliseconds(0)) != std::future_status::ready) {
|
|
|
|
|
|
++it;
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
auto result = it->future.get();
|
|
|
|
|
|
it = asyncCreatureLoads_.erase(it);
|
|
|
|
|
|
asyncCreatureDisplayLoads_.erase(result.displayId);
|
|
|
|
|
|
|
|
|
|
|
|
// Failures and cache hits need no GPU work — process them even when the
|
|
|
|
|
|
// upload budget is exhausted. Previously the budget check was above this
|
|
|
|
|
|
// point, blocking ALL ready futures (including zero-cost ones) after a
|
|
|
|
|
|
// single upload, which throttled creature spawn throughput during world load.
|
|
|
|
|
|
if (result.permanent_failure) {
|
|
|
|
|
|
nonRenderableCreatureDisplayIds_.insert(result.displayId);
|
|
|
|
|
|
creaturePermanentFailureGuids_.insert(result.guid);
|
|
|
|
|
|
pendingCreatureSpawnGuids_.erase(result.guid);
|
|
|
|
|
|
creatureSpawnRetryCounts_.erase(result.guid);
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (!result.valid || !result.model) {
|
|
|
|
|
|
pendingCreatureSpawnGuids_.erase(result.guid);
|
|
|
|
|
|
creatureSpawnRetryCounts_.erase(result.guid);
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Another async result may have already uploaded this displayId while this
|
|
|
|
|
|
// task was still running; in that case, skip duplicate GPU upload.
|
|
|
|
|
|
if (displayIdModelCache_.find(result.displayId) != displayIdModelCache_.end()) {
|
|
|
|
|
|
pendingCreatureSpawnGuids_.erase(result.guid);
|
|
|
|
|
|
creatureSpawnRetryCounts_.erase(result.guid);
|
|
|
|
|
|
if (!creatureInstances_.count(result.guid) &&
|
|
|
|
|
|
!creaturePermanentFailureGuids_.count(result.guid)) {
|
|
|
|
|
|
PendingCreatureSpawn s{};
|
|
|
|
|
|
s.guid = result.guid;
|
|
|
|
|
|
s.displayId = result.displayId;
|
|
|
|
|
|
s.x = result.x;
|
|
|
|
|
|
s.y = result.y;
|
|
|
|
|
|
s.z = result.z;
|
|
|
|
|
|
s.orientation = result.orientation;
|
|
|
|
|
|
s.scale = result.scale;
|
|
|
|
|
|
pendingCreatureSpawns_.push_back(s);
|
|
|
|
|
|
pendingCreatureSpawnGuids_.insert(result.guid);
|
|
|
|
|
|
}
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Only actual GPU uploads count toward the per-tick budget.
|
|
|
|
|
|
if (modelUploads >= maxUploadsThisTick) {
|
|
|
|
|
|
// Re-queue this result — it needs a GPU upload but we're at budget.
|
|
|
|
|
|
// Push a new pending spawn so it's retried next frame.
|
|
|
|
|
|
pendingCreatureSpawnGuids_.erase(result.guid);
|
|
|
|
|
|
creatureSpawnRetryCounts_.erase(result.guid);
|
|
|
|
|
|
PendingCreatureSpawn s{};
|
|
|
|
|
|
s.guid = result.guid;
|
|
|
|
|
|
s.displayId = result.displayId;
|
|
|
|
|
|
s.x = result.x; s.y = result.y; s.z = result.z;
|
|
|
|
|
|
s.orientation = result.orientation;
|
|
|
|
|
|
s.scale = result.scale;
|
|
|
|
|
|
pendingCreatureSpawns_.push_back(s);
|
|
|
|
|
|
pendingCreatureSpawnGuids_.insert(result.guid);
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Model parsed on background thread — upload to GPU on main thread.
|
|
|
|
|
|
auto* charRenderer = renderer_ ? renderer_->getCharacterRenderer() : nullptr;
|
|
|
|
|
|
if (!charRenderer) {
|
|
|
|
|
|
pendingCreatureSpawnGuids_.erase(result.guid);
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Count upload attempts toward the frame budget even if upload fails.
|
|
|
|
|
|
// Otherwise repeated failures can consume an unbounded amount of frame time.
|
|
|
|
|
|
modelUploads++;
|
|
|
|
|
|
|
|
|
|
|
|
// Upload model to GPU (must happen on main thread)
|
|
|
|
|
|
// Use pre-decoded BLP cache to skip main-thread texture decode
|
|
|
|
|
|
auto uploadStart = std::chrono::steady_clock::now();
|
|
|
|
|
|
charRenderer->setPredecodedBLPCache(&result.predecodedTextures);
|
|
|
|
|
|
if (!charRenderer->loadModel(*result.model, result.modelId)) {
|
|
|
|
|
|
charRenderer->setPredecodedBLPCache(nullptr);
|
|
|
|
|
|
nonRenderableCreatureDisplayIds_.insert(result.displayId);
|
|
|
|
|
|
creaturePermanentFailureGuids_.insert(result.guid);
|
|
|
|
|
|
pendingCreatureSpawnGuids_.erase(result.guid);
|
|
|
|
|
|
creatureSpawnRetryCounts_.erase(result.guid);
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
charRenderer->setPredecodedBLPCache(nullptr);
|
|
|
|
|
|
{
|
|
|
|
|
|
auto uploadEnd = std::chrono::steady_clock::now();
|
|
|
|
|
|
float uploadMs = std::chrono::duration<float, std::milli>(uploadEnd - uploadStart).count();
|
|
|
|
|
|
if (uploadMs > 100.0f) {
|
|
|
|
|
|
LOG_WARNING("charRenderer->loadModel took ", uploadMs, "ms displayId=", result.displayId,
|
|
|
|
|
|
" preDecoded=", result.predecodedTextures.size());
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
// Save remaining pre-decoded textures (display skins) for spawnOnlineCreature
|
|
|
|
|
|
if (!result.predecodedTextures.empty()) {
|
|
|
|
|
|
displayIdPredecodedTextures_[result.displayId] = std::move(result.predecodedTextures);
|
|
|
|
|
|
}
|
|
|
|
|
|
displayIdModelCache_[result.displayId] = result.modelId;
|
|
|
|
|
|
pendingCreatureSpawnGuids_.erase(result.guid);
|
|
|
|
|
|
creatureSpawnRetryCounts_.erase(result.guid);
|
|
|
|
|
|
|
|
|
|
|
|
// Re-queue as a normal pending spawn — model is now cached, so sync spawn is fast
|
|
|
|
|
|
// (only creates instance + applies textures, no file I/O).
|
|
|
|
|
|
if (!creatureInstances_.count(result.guid) &&
|
|
|
|
|
|
!creaturePermanentFailureGuids_.count(result.guid)) {
|
|
|
|
|
|
PendingCreatureSpawn s{};
|
|
|
|
|
|
s.guid = result.guid;
|
|
|
|
|
|
s.displayId = result.displayId;
|
|
|
|
|
|
s.x = result.x;
|
|
|
|
|
|
s.y = result.y;
|
|
|
|
|
|
s.z = result.z;
|
|
|
|
|
|
s.orientation = result.orientation;
|
|
|
|
|
|
s.scale = result.scale;
|
|
|
|
|
|
pendingCreatureSpawns_.push_back(s);
|
|
|
|
|
|
pendingCreatureSpawnGuids_.insert(result.guid);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void EntitySpawner::processAsyncNpcCompositeResults(bool unlimited) {
|
|
|
|
|
|
auto* charRenderer = renderer_ ? renderer_->getCharacterRenderer() : nullptr;
|
|
|
|
|
|
if (!charRenderer) return;
|
|
|
|
|
|
|
|
|
|
|
|
// Budget: 2ms per frame to avoid stalling when many NPCs complete skin compositing
|
|
|
|
|
|
// simultaneously. In unlimited mode (load screen), process everything without cap.
|
|
|
|
|
|
static constexpr float kCompositeBudgetMs = 2.0f;
|
|
|
|
|
|
auto startTime = std::chrono::steady_clock::now();
|
|
|
|
|
|
|
|
|
|
|
|
for (auto it = asyncNpcCompositeLoads_.begin(); it != asyncNpcCompositeLoads_.end(); ) {
|
|
|
|
|
|
if (!unlimited) {
|
|
|
|
|
|
float elapsed = std::chrono::duration<float, std::milli>(
|
|
|
|
|
|
std::chrono::steady_clock::now() - startTime).count();
|
|
|
|
|
|
if (elapsed >= kCompositeBudgetMs) break;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (!it->future.valid() ||
|
|
|
|
|
|
it->future.wait_for(std::chrono::milliseconds(0)) != std::future_status::ready) {
|
|
|
|
|
|
++it;
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
auto result = it->future.get();
|
|
|
|
|
|
it = asyncNpcCompositeLoads_.erase(it);
|
|
|
|
|
|
|
|
|
|
|
|
const auto& info = result.info;
|
|
|
|
|
|
|
|
|
|
|
|
// Set pre-decoded cache so texture loads skip synchronous BLP decode
|
|
|
|
|
|
charRenderer->setPredecodedBLPCache(&result.predecodedTextures);
|
|
|
|
|
|
|
|
|
|
|
|
// --- Apply skin to type-1 slots ---
|
|
|
|
|
|
rendering::VkTexture* skinTex = nullptr;
|
|
|
|
|
|
|
|
|
|
|
|
if (info.hasBakedSkin) {
|
|
|
|
|
|
// Baked skin: load from pre-decoded cache
|
|
|
|
|
|
skinTex = charRenderer->loadTexture(info.bakedSkinPath);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (info.hasComposite) {
|
|
|
|
|
|
// Composite with face/underwear/equipment regions on top of base skin
|
|
|
|
|
|
rendering::VkTexture* compositeTex = nullptr;
|
|
|
|
|
|
if (!info.regionLayers.empty()) {
|
|
|
|
|
|
compositeTex = charRenderer->compositeWithRegions(info.basePath,
|
|
|
|
|
|
info.overlayPaths, info.regionLayers);
|
|
|
|
|
|
} else if (!info.overlayPaths.empty()) {
|
|
|
|
|
|
std::vector<std::string> skinLayers;
|
|
|
|
|
|
skinLayers.push_back(info.basePath);
|
|
|
|
|
|
for (const auto& op : info.overlayPaths) skinLayers.push_back(op);
|
|
|
|
|
|
compositeTex = charRenderer->compositeTextures(skinLayers);
|
|
|
|
|
|
}
|
|
|
|
|
|
if (compositeTex) skinTex = compositeTex;
|
|
|
|
|
|
} else if (info.hasSimpleSkin) {
|
|
|
|
|
|
// Simple skin: just base texture, no compositing
|
|
|
|
|
|
auto* baseTex = charRenderer->loadTexture(info.basePath);
|
|
|
|
|
|
if (baseTex) skinTex = baseTex;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (skinTex) {
|
|
|
|
|
|
for (uint32_t slot : info.skinTextureSlots) {
|
|
|
|
|
|
charRenderer->setModelTexture(info.modelId, slot, skinTex);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// --- Apply hair texture to type-6 slots ---
|
|
|
|
|
|
if (!info.hairTexturePath.empty()) {
|
|
|
|
|
|
rendering::VkTexture* hairTex = charRenderer->loadTexture(info.hairTexturePath);
|
|
|
|
|
|
rendering::VkTexture* whTex = charRenderer->loadTexture("");
|
|
|
|
|
|
if (hairTex && hairTex != whTex) {
|
|
|
|
|
|
for (uint32_t slot : info.hairTextureSlots) {
|
|
|
|
|
|
charRenderer->setModelTexture(info.modelId, slot, hairTex);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
} else if (info.useBakedForHair && skinTex) {
|
|
|
|
|
|
// Bald NPC: use skin/baked texture for scalp cap
|
|
|
|
|
|
for (uint32_t slot : info.hairTextureSlots) {
|
|
|
|
|
|
charRenderer->setModelTexture(info.modelId, slot, skinTex);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
charRenderer->setPredecodedBLPCache(nullptr);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void EntitySpawner::processCreatureSpawnQueue(bool unlimited) {
|
|
|
|
|
|
auto startTime = std::chrono::steady_clock::now();
|
|
|
|
|
|
// Budget: max 2ms per frame for creature spawning to prevent stutter.
|
|
|
|
|
|
// In unlimited mode (load screen), process everything without budget cap.
|
|
|
|
|
|
static constexpr float kSpawnBudgetMs = 2.0f;
|
|
|
|
|
|
|
|
|
|
|
|
// First, finalize any async model loads that completed on background threads.
|
|
|
|
|
|
processAsyncCreatureResults(unlimited);
|
|
|
|
|
|
{
|
|
|
|
|
|
auto now = std::chrono::steady_clock::now();
|
|
|
|
|
|
float asyncMs = std::chrono::duration<float, std::milli>(now - startTime).count();
|
|
|
|
|
|
if (asyncMs > 100.0f) {
|
|
|
|
|
|
LOG_WARNING("processAsyncCreatureResults took ", asyncMs, "ms");
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (pendingCreatureSpawns_.empty()) return;
|
|
|
|
|
|
if (!creatureLookupsBuilt_) {
|
|
|
|
|
|
buildCreatureDisplayLookups();
|
|
|
|
|
|
if (!creatureLookupsBuilt_) return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int processed = 0;
|
|
|
|
|
|
int asyncLaunched = 0;
|
|
|
|
|
|
size_t rotationsLeft = pendingCreatureSpawns_.size();
|
|
|
|
|
|
while (!pendingCreatureSpawns_.empty() &&
|
|
|
|
|
|
(unlimited || processed < MAX_SPAWNS_PER_FRAME) &&
|
|
|
|
|
|
rotationsLeft > 0) {
|
|
|
|
|
|
// Check time budget every iteration (including first — async results may
|
|
|
|
|
|
// have already consumed the budget via GPU model uploads).
|
|
|
|
|
|
if (!unlimited) {
|
|
|
|
|
|
auto now = std::chrono::steady_clock::now();
|
|
|
|
|
|
float elapsedMs = std::chrono::duration<float, std::milli>(now - startTime).count();
|
|
|
|
|
|
if (elapsedMs >= kSpawnBudgetMs) break;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
PendingCreatureSpawn s = pendingCreatureSpawns_.front();
|
|
|
|
|
|
pendingCreatureSpawns_.pop_front();
|
|
|
|
|
|
|
|
|
|
|
|
if (nonRenderableCreatureDisplayIds_.count(s.displayId)) {
|
|
|
|
|
|
pendingCreatureSpawnGuids_.erase(s.guid);
|
|
|
|
|
|
creatureSpawnRetryCounts_.erase(s.guid);
|
|
|
|
|
|
processed++;
|
|
|
|
|
|
rotationsLeft = pendingCreatureSpawns_.size();
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const bool needsNewModel = (displayIdModelCache_.find(s.displayId) == displayIdModelCache_.end());
|
|
|
|
|
|
|
|
|
|
|
|
// For new models: launch async load on background thread instead of blocking.
|
|
|
|
|
|
if (needsNewModel) {
|
|
|
|
|
|
// Keep exactly one background load per displayId. Additional spawns for
|
|
|
|
|
|
// the same displayId stay queued and will spawn once cache is populated.
|
|
|
|
|
|
if (asyncCreatureDisplayLoads_.count(s.displayId)) {
|
|
|
|
|
|
pendingCreatureSpawns_.push_back(s);
|
|
|
|
|
|
rotationsLeft--;
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const int maxAsync = unlimited ? (MAX_ASYNC_CREATURE_LOADS * 4) : MAX_ASYNC_CREATURE_LOADS;
|
|
|
|
|
|
if (static_cast<int>(asyncCreatureLoads_.size()) + asyncLaunched >= maxAsync) {
|
|
|
|
|
|
// Too many in-flight — defer to next frame
|
|
|
|
|
|
pendingCreatureSpawns_.push_back(s);
|
|
|
|
|
|
rotationsLeft--;
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
std::string m2Path = getModelPathForDisplayId(s.displayId);
|
|
|
|
|
|
if (m2Path.empty()) {
|
|
|
|
|
|
nonRenderableCreatureDisplayIds_.insert(s.displayId);
|
|
|
|
|
|
creaturePermanentFailureGuids_.insert(s.guid);
|
|
|
|
|
|
pendingCreatureSpawnGuids_.erase(s.guid);
|
|
|
|
|
|
creatureSpawnRetryCounts_.erase(s.guid);
|
|
|
|
|
|
processed++;
|
|
|
|
|
|
rotationsLeft = pendingCreatureSpawns_.size();
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Check for invisible stalkers
|
|
|
|
|
|
{
|
|
|
|
|
|
std::string lowerPath = m2Path;
|
|
|
|
|
|
std::transform(lowerPath.begin(), lowerPath.end(), lowerPath.begin(),
|
|
|
|
|
|
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
|
|
|
|
|
|
if (lowerPath.find("invisiblestalker") != std::string::npos ||
|
|
|
|
|
|
lowerPath.find("invisible_stalker") != std::string::npos) {
|
|
|
|
|
|
nonRenderableCreatureDisplayIds_.insert(s.displayId);
|
|
|
|
|
|
creaturePermanentFailureGuids_.insert(s.guid);
|
|
|
|
|
|
pendingCreatureSpawnGuids_.erase(s.guid);
|
|
|
|
|
|
processed++;
|
|
|
|
|
|
rotationsLeft = pendingCreatureSpawns_.size();
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Launch async M2 load — file I/O and parsing happen off the main thread.
|
|
|
|
|
|
uint32_t modelId = nextCreatureModelId_++;
|
|
|
|
|
|
auto* am = assetManager_;
|
|
|
|
|
|
|
|
|
|
|
|
// Collect display skin texture paths for background pre-decode
|
|
|
|
|
|
std::vector<std::string> displaySkinPaths;
|
|
|
|
|
|
{
|
|
|
|
|
|
auto itDD = displayDataMap_.find(s.displayId);
|
|
|
|
|
|
if (itDD != displayDataMap_.end()) {
|
|
|
|
|
|
std::string modelDir;
|
|
|
|
|
|
size_t lastSlash = m2Path.find_last_of("\\/");
|
|
|
|
|
|
if (lastSlash != std::string::npos) modelDir = m2Path.substr(0, lastSlash + 1);
|
|
|
|
|
|
|
|
|
|
|
|
auto resolveForAsync = [&](const std::string& skinField) {
|
|
|
|
|
|
if (skinField.empty()) return;
|
|
|
|
|
|
std::string raw = skinField;
|
|
|
|
|
|
std::replace(raw.begin(), raw.end(), '/', '\\');
|
|
|
|
|
|
while (!raw.empty() && std::isspace(static_cast<unsigned char>(raw.front()))) raw.erase(raw.begin());
|
|
|
|
|
|
while (!raw.empty() && std::isspace(static_cast<unsigned char>(raw.back()))) raw.pop_back();
|
|
|
|
|
|
if (raw.empty()) return;
|
|
|
|
|
|
bool hasExt = raw.size() >= 4 && raw.substr(raw.size()-4) == ".blp";
|
|
|
|
|
|
bool hasDir = raw.find('\\') != std::string::npos;
|
|
|
|
|
|
std::vector<std::string> candidates;
|
|
|
|
|
|
if (hasDir) {
|
|
|
|
|
|
candidates.push_back(raw);
|
|
|
|
|
|
if (!hasExt) candidates.push_back(raw + ".blp");
|
|
|
|
|
|
} else {
|
|
|
|
|
|
candidates.push_back(modelDir + raw);
|
|
|
|
|
|
if (!hasExt) candidates.push_back(modelDir + raw + ".blp");
|
|
|
|
|
|
candidates.push_back(raw);
|
|
|
|
|
|
if (!hasExt) candidates.push_back(raw + ".blp");
|
|
|
|
|
|
}
|
|
|
|
|
|
for (const auto& c : candidates) {
|
|
|
|
|
|
if (am->fileExists(c)) { displaySkinPaths.push_back(c); return; }
|
|
|
|
|
|
}
|
|
|
|
|
|
};
|
|
|
|
|
|
resolveForAsync(itDD->second.skin1);
|
|
|
|
|
|
resolveForAsync(itDD->second.skin2);
|
|
|
|
|
|
resolveForAsync(itDD->second.skin3);
|
|
|
|
|
|
|
|
|
|
|
|
// Pre-decode humanoid NPC textures (bake, skin, face, underwear, hair, equipment)
|
|
|
|
|
|
if (itDD->second.extraDisplayId != 0) {
|
|
|
|
|
|
auto itHE = humanoidExtraMap_.find(itDD->second.extraDisplayId);
|
|
|
|
|
|
if (itHE != humanoidExtraMap_.end()) {
|
|
|
|
|
|
const auto& he = itHE->second;
|
|
|
|
|
|
// Baked texture
|
|
|
|
|
|
if (!he.bakeName.empty()) {
|
|
|
|
|
|
displaySkinPaths.push_back("Textures\\BakedNpcTextures\\" + he.bakeName);
|
|
|
|
|
|
}
|
|
|
|
|
|
// CharSections: skin, face, underwear
|
|
|
|
|
|
auto csDbc = am->loadDBC("CharSections.dbc");
|
|
|
|
|
|
if (csDbc) {
|
|
|
|
|
|
const auto* csL = pipeline::getActiveDBCLayout()
|
|
|
|
|
|
? pipeline::getActiveDBCLayout()->getLayout("CharSections") : nullptr;
|
|
|
|
|
|
auto csF = pipeline::detectCharSectionsFields(csDbc.get(), csL);
|
|
|
|
|
|
uint32_t nRace = static_cast<uint32_t>(he.raceId);
|
|
|
|
|
|
uint32_t nSex = static_cast<uint32_t>(he.sexId);
|
|
|
|
|
|
uint32_t nSkin = static_cast<uint32_t>(he.skinId);
|
|
|
|
|
|
uint32_t nFace = static_cast<uint32_t>(he.faceId);
|
|
|
|
|
|
for (uint32_t r = 0; r < csDbc->getRecordCount(); r++) {
|
|
|
|
|
|
uint32_t rId = csDbc->getUInt32(r, csF.raceId);
|
|
|
|
|
|
uint32_t sId = csDbc->getUInt32(r, csF.sexId);
|
|
|
|
|
|
if (rId != nRace || sId != nSex) continue;
|
|
|
|
|
|
uint32_t section = csDbc->getUInt32(r, csF.baseSection);
|
|
|
|
|
|
uint32_t variation = csDbc->getUInt32(r, csF.variationIndex);
|
|
|
|
|
|
uint32_t color = csDbc->getUInt32(r, csF.colorIndex);
|
|
|
|
|
|
if (section == 0 && color == nSkin) {
|
|
|
|
|
|
std::string t = csDbc->getString(r, csF.texture1);
|
|
|
|
|
|
if (!t.empty()) displaySkinPaths.push_back(t);
|
|
|
|
|
|
} else if (section == 1 && variation == nFace && color == nSkin) {
|
|
|
|
|
|
std::string t1 = csDbc->getString(r, csF.texture1);
|
|
|
|
|
|
std::string t2 = csDbc->getString(r, csF.texture2);
|
|
|
|
|
|
if (!t1.empty()) displaySkinPaths.push_back(t1);
|
|
|
|
|
|
if (!t2.empty()) displaySkinPaths.push_back(t2);
|
|
|
|
|
|
} else if (section == 3 && variation == static_cast<uint32_t>(he.hairStyleId)
|
|
|
|
|
|
&& color == static_cast<uint32_t>(he.hairColorId)) {
|
|
|
|
|
|
std::string t = csDbc->getString(r, csF.texture1);
|
|
|
|
|
|
if (!t.empty()) displaySkinPaths.push_back(t);
|
|
|
|
|
|
} else if (section == 4 && color == nSkin) {
|
|
|
|
|
|
for (uint32_t f = csF.texture1; f <= csF.texture1 + 2; f++) {
|
|
|
|
|
|
std::string t = csDbc->getString(r, f);
|
|
|
|
|
|
if (!t.empty()) displaySkinPaths.push_back(t);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
// Equipment region textures
|
|
|
|
|
|
auto idiDbc = am->loadDBC("ItemDisplayInfo.dbc");
|
|
|
|
|
|
if (idiDbc) {
|
|
|
|
|
|
static constexpr const char* compDirs[] = {
|
|
|
|
|
|
"ArmUpperTexture", "ArmLowerTexture", "HandTexture",
|
|
|
|
|
|
"TorsoUpperTexture", "TorsoLowerTexture",
|
|
|
|
|
|
"LegUpperTexture", "LegLowerTexture", "FootTexture",
|
|
|
|
|
|
};
|
|
|
|
|
|
const auto* idiL = pipeline::getActiveDBCLayout()
|
|
|
|
|
|
? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr;
|
|
|
|
|
|
const uint32_t trf[8] = {
|
|
|
|
|
|
idiL ? (*idiL)["TextureArmUpper"] : 14u,
|
|
|
|
|
|
idiL ? (*idiL)["TextureArmLower"] : 15u,
|
|
|
|
|
|
idiL ? (*idiL)["TextureHand"] : 16u,
|
|
|
|
|
|
idiL ? (*idiL)["TextureTorsoUpper"]: 17u,
|
|
|
|
|
|
idiL ? (*idiL)["TextureTorsoLower"]: 18u,
|
|
|
|
|
|
idiL ? (*idiL)["TextureLegUpper"] : 19u,
|
|
|
|
|
|
idiL ? (*idiL)["TextureLegLower"] : 20u,
|
|
|
|
|
|
idiL ? (*idiL)["TextureFoot"] : 21u,
|
|
|
|
|
|
};
|
|
|
|
|
|
const bool isFem = (he.sexId == 1);
|
|
|
|
|
|
for (int eq = 0; eq < 11; eq++) {
|
|
|
|
|
|
uint32_t did = he.equipDisplayId[eq];
|
|
|
|
|
|
if (did == 0) continue;
|
|
|
|
|
|
int32_t recIdx = idiDbc->findRecordById(did);
|
|
|
|
|
|
if (recIdx < 0) continue;
|
|
|
|
|
|
for (int region = 0; region < 8; region++) {
|
|
|
|
|
|
std::string texName = idiDbc->getString(static_cast<uint32_t>(recIdx), trf[region]);
|
|
|
|
|
|
if (texName.empty()) continue;
|
|
|
|
|
|
std::string base = "Item\\TextureComponents\\" +
|
|
|
|
|
|
std::string(compDirs[region]) + "\\" + texName;
|
|
|
|
|
|
std::string gp = base + (isFem ? "_F.blp" : "_M.blp");
|
|
|
|
|
|
std::string up = base + "_U.blp";
|
|
|
|
|
|
if (am->fileExists(gp)) displaySkinPaths.push_back(gp);
|
|
|
|
|
|
else if (am->fileExists(up)) displaySkinPaths.push_back(up);
|
|
|
|
|
|
else displaySkinPaths.push_back(base + ".blp");
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
AsyncCreatureLoad load;
|
|
|
|
|
|
load.future = std::async(std::launch::async,
|
|
|
|
|
|
[am, m2Path, modelId, s, skinPaths = std::move(displaySkinPaths)]() -> PreparedCreatureModel {
|
|
|
|
|
|
PreparedCreatureModel result;
|
|
|
|
|
|
result.guid = s.guid;
|
|
|
|
|
|
result.displayId = s.displayId;
|
|
|
|
|
|
result.modelId = modelId;
|
|
|
|
|
|
result.x = s.x;
|
|
|
|
|
|
result.y = s.y;
|
|
|
|
|
|
result.z = s.z;
|
|
|
|
|
|
result.orientation = s.orientation;
|
|
|
|
|
|
result.scale = s.scale;
|
|
|
|
|
|
|
|
|
|
|
|
auto m2Data = am->readFile(m2Path);
|
|
|
|
|
|
if (m2Data.empty()) {
|
|
|
|
|
|
result.permanent_failure = true;
|
|
|
|
|
|
return result;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
auto model = std::make_shared<pipeline::M2Model>(pipeline::M2Loader::load(m2Data));
|
|
|
|
|
|
if (model->vertices.empty()) {
|
|
|
|
|
|
result.permanent_failure = true;
|
|
|
|
|
|
return result;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Load skin file
|
|
|
|
|
|
if (model->version >= 264) {
|
|
|
|
|
|
std::string skinPath = m2Path.substr(0, m2Path.size() - 3) + "00.skin";
|
|
|
|
|
|
auto skinData = am->readFile(skinPath);
|
|
|
|
|
|
if (!skinData.empty()) {
|
|
|
|
|
|
pipeline::M2Loader::loadSkin(skinData, *model);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Load external .anim files
|
|
|
|
|
|
std::string basePath = m2Path.substr(0, m2Path.size() - 3);
|
|
|
|
|
|
for (uint32_t si = 0; si < model->sequences.size(); si++) {
|
|
|
|
|
|
if (!(model->sequences[si].flags & 0x20)) {
|
|
|
|
|
|
char animFileName[256];
|
|
|
|
|
|
snprintf(animFileName, sizeof(animFileName), "%s%04u-%02u.anim",
|
|
|
|
|
|
basePath.c_str(), model->sequences[si].id, model->sequences[si].variationIndex);
|
|
|
|
|
|
auto animData = am->readFileOptional(animFileName);
|
|
|
|
|
|
if (!animData.empty()) {
|
|
|
|
|
|
pipeline::M2Loader::loadAnimFile(m2Data, animData, si, *model);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Pre-decode model textures on background thread
|
|
|
|
|
|
for (const auto& tex : model->textures) {
|
|
|
|
|
|
if (tex.filename.empty()) continue;
|
|
|
|
|
|
std::string texKey = tex.filename;
|
|
|
|
|
|
std::replace(texKey.begin(), texKey.end(), '/', '\\');
|
|
|
|
|
|
std::transform(texKey.begin(), texKey.end(), texKey.begin(),
|
|
|
|
|
|
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
|
|
|
|
|
|
if (result.predecodedTextures.find(texKey) != result.predecodedTextures.end()) continue;
|
|
|
|
|
|
auto blp = am->loadTexture(texKey);
|
|
|
|
|
|
if (blp.isValid()) {
|
|
|
|
|
|
result.predecodedTextures[texKey] = std::move(blp);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Pre-decode display skin textures (skin1/skin2/skin3 from CreatureDisplayInfo)
|
|
|
|
|
|
for (const auto& sp : skinPaths) {
|
|
|
|
|
|
std::string key = sp;
|
|
|
|
|
|
std::replace(key.begin(), key.end(), '/', '\\');
|
|
|
|
|
|
std::transform(key.begin(), key.end(), key.begin(),
|
|
|
|
|
|
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
|
|
|
|
|
|
if (result.predecodedTextures.count(key)) continue;
|
|
|
|
|
|
auto blp = am->loadTexture(key);
|
|
|
|
|
|
if (blp.isValid()) {
|
|
|
|
|
|
result.predecodedTextures[key] = std::move(blp);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
result.model = std::move(model);
|
|
|
|
|
|
result.valid = true;
|
|
|
|
|
|
return result;
|
|
|
|
|
|
});
|
|
|
|
|
|
asyncCreatureLoads_.push_back(std::move(load));
|
|
|
|
|
|
asyncCreatureDisplayLoads_.insert(s.displayId);
|
|
|
|
|
|
asyncLaunched++;
|
|
|
|
|
|
// Don't erase from pendingCreatureSpawnGuids_ — the async result handler will do it
|
|
|
|
|
|
rotationsLeft = pendingCreatureSpawns_.size();
|
|
|
|
|
|
processed++;
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Cached model — spawn is fast (no file I/O, just instance creation + texture setup)
|
|
|
|
|
|
{
|
|
|
|
|
|
auto spawnStart = std::chrono::steady_clock::now();
|
|
|
|
|
|
spawnOnlineCreature(s.guid, s.displayId, s.x, s.y, s.z, s.orientation, s.scale);
|
|
|
|
|
|
auto spawnEnd = std::chrono::steady_clock::now();
|
|
|
|
|
|
float spawnMs = std::chrono::duration<float, std::milli>(spawnEnd - spawnStart).count();
|
|
|
|
|
|
if (spawnMs > 100.0f) {
|
|
|
|
|
|
LOG_WARNING("spawnOnlineCreature took ", spawnMs, "ms displayId=", s.displayId);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
pendingCreatureSpawnGuids_.erase(s.guid);
|
|
|
|
|
|
|
|
|
|
|
|
// If spawn still failed, retry for a limited number of frames.
|
|
|
|
|
|
if (!creatureInstances_.count(s.guid)) {
|
|
|
|
|
|
if (creaturePermanentFailureGuids_.erase(s.guid) > 0) {
|
|
|
|
|
|
creatureSpawnRetryCounts_.erase(s.guid);
|
|
|
|
|
|
processed++;
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
uint16_t retries = 0;
|
|
|
|
|
|
auto it = creatureSpawnRetryCounts_.find(s.guid);
|
|
|
|
|
|
if (it != creatureSpawnRetryCounts_.end()) {
|
|
|
|
|
|
retries = it->second;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (retries < MAX_CREATURE_SPAWN_RETRIES) {
|
|
|
|
|
|
creatureSpawnRetryCounts_[s.guid] = static_cast<uint16_t>(retries + 1);
|
|
|
|
|
|
pendingCreatureSpawns_.push_back(s);
|
|
|
|
|
|
pendingCreatureSpawnGuids_.insert(s.guid);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
creatureSpawnRetryCounts_.erase(s.guid);
|
|
|
|
|
|
LOG_WARNING("Dropping creature spawn after retries: guid=0x", std::hex, s.guid, std::dec,
|
|
|
|
|
|
" displayId=", s.displayId);
|
|
|
|
|
|
}
|
|
|
|
|
|
} else {
|
|
|
|
|
|
creatureSpawnRetryCounts_.erase(s.guid);
|
|
|
|
|
|
}
|
|
|
|
|
|
rotationsLeft = pendingCreatureSpawns_.size();
|
|
|
|
|
|
processed++;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void EntitySpawner::processPlayerSpawnQueue() {
|
|
|
|
|
|
if (pendingPlayerSpawns_.empty()) return;
|
|
|
|
|
|
if (!assetManager_ || !assetManager_->isInitialized()) return;
|
|
|
|
|
|
|
|
|
|
|
|
int processed = 0;
|
|
|
|
|
|
while (!pendingPlayerSpawns_.empty() && processed < MAX_SPAWNS_PER_FRAME) {
|
|
|
|
|
|
PendingPlayerSpawn s = pendingPlayerSpawns_.front();
|
|
|
|
|
|
pendingPlayerSpawns_.erase(pendingPlayerSpawns_.begin());
|
|
|
|
|
|
pendingPlayerSpawnGuids_.erase(s.guid);
|
|
|
|
|
|
|
|
|
|
|
|
// Skip if already spawned (could have been spawned by a previous update this frame)
|
|
|
|
|
|
if (playerInstances_.count(s.guid)) {
|
|
|
|
|
|
processed++;
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
spawnOnlinePlayer(s.guid, s.raceId, s.genderId, s.appearanceBytes, s.facialFeatures, s.x, s.y, s.z, s.orientation);
|
|
|
|
|
|
// Apply any equipment updates that arrived before the player was spawned.
|
|
|
|
|
|
auto pit = pendingOnlinePlayerEquipment_.find(s.guid);
|
|
|
|
|
|
if (pit != pendingOnlinePlayerEquipment_.end()) {
|
|
|
|
|
|
deferredEquipmentQueue_.push_back({s.guid, pit->second});
|
|
|
|
|
|
pendingOnlinePlayerEquipment_.erase(pit);
|
|
|
|
|
|
}
|
|
|
|
|
|
processed++;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
std::vector<std::string> EntitySpawner::resolveEquipmentTexturePaths(uint64_t guid,
|
|
|
|
|
|
const std::array<uint32_t, 19>& displayInfoIds,
|
|
|
|
|
|
const std::array<uint8_t, 19>& /*inventoryTypes*/) const {
|
|
|
|
|
|
std::vector<std::string> paths;
|
|
|
|
|
|
|
|
|
|
|
|
auto it = onlinePlayerAppearance_.find(guid);
|
|
|
|
|
|
if (it == onlinePlayerAppearance_.end()) return paths;
|
|
|
|
|
|
const OnlinePlayerAppearanceState& st = it->second;
|
|
|
|
|
|
|
|
|
|
|
|
// Add base skin + underwear paths
|
|
|
|
|
|
if (!st.bodySkinPath.empty()) paths.push_back(st.bodySkinPath);
|
|
|
|
|
|
for (const auto& up : st.underwearPaths) {
|
|
|
|
|
|
if (!up.empty()) paths.push_back(up);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Resolve equipment region texture paths (same logic as setOnlinePlayerEquipment)
|
|
|
|
|
|
auto displayInfoDbc = assetManager_->loadDBC("ItemDisplayInfo.dbc");
|
|
|
|
|
|
if (!displayInfoDbc) return paths;
|
|
|
|
|
|
const auto* idiL = pipeline::getActiveDBCLayout()
|
|
|
|
|
|
? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr;
|
|
|
|
|
|
|
|
|
|
|
|
static constexpr const char* componentDirs[] = {
|
|
|
|
|
|
"ArmUpperTexture", "ArmLowerTexture", "HandTexture",
|
|
|
|
|
|
"TorsoUpperTexture", "TorsoLowerTexture",
|
|
|
|
|
|
"LegUpperTexture", "LegLowerTexture", "FootTexture",
|
|
|
|
|
|
};
|
2026-04-03 22:05:38 -07:00
|
|
|
|
uint32_t texRegionFields[8];
|
|
|
|
|
|
pipeline::getItemDisplayInfoTextureFields(*displayInfoDbc, idiL, texRegionFields);
|
2026-03-31 22:01:55 +03:00
|
|
|
|
const bool isFemale = (st.genderId == 1);
|
|
|
|
|
|
|
|
|
|
|
|
for (int s = 0; s < 19; s++) {
|
|
|
|
|
|
uint32_t did = displayInfoIds[s];
|
|
|
|
|
|
if (did == 0) continue;
|
|
|
|
|
|
int32_t recIdx = displayInfoDbc->findRecordById(did);
|
|
|
|
|
|
if (recIdx < 0) continue;
|
|
|
|
|
|
for (int region = 0; region < 8; region++) {
|
|
|
|
|
|
std::string texName = displayInfoDbc->getString(
|
|
|
|
|
|
static_cast<uint32_t>(recIdx), texRegionFields[region]);
|
|
|
|
|
|
if (texName.empty()) continue;
|
|
|
|
|
|
std::string base = "Item\\TextureComponents\\" +
|
|
|
|
|
|
std::string(componentDirs[region]) + "\\" + texName;
|
|
|
|
|
|
std::string genderPath = base + (isFemale ? "_F.blp" : "_M.blp");
|
|
|
|
|
|
std::string unisexPath = base + "_U.blp";
|
|
|
|
|
|
if (assetManager_->fileExists(genderPath)) paths.push_back(genderPath);
|
|
|
|
|
|
else if (assetManager_->fileExists(unisexPath)) paths.push_back(unisexPath);
|
|
|
|
|
|
else paths.push_back(base + ".blp");
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
return paths;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void EntitySpawner::processAsyncEquipmentResults() {
|
|
|
|
|
|
for (auto it = asyncEquipmentLoads_.begin(); it != asyncEquipmentLoads_.end(); ) {
|
|
|
|
|
|
if (!it->future.valid() ||
|
|
|
|
|
|
it->future.wait_for(std::chrono::milliseconds(0)) != std::future_status::ready) {
|
|
|
|
|
|
++it;
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
auto result = it->future.get();
|
|
|
|
|
|
it = asyncEquipmentLoads_.erase(it);
|
|
|
|
|
|
|
|
|
|
|
|
auto* charRenderer = renderer_ ? renderer_->getCharacterRenderer() : nullptr;
|
|
|
|
|
|
if (!charRenderer) continue;
|
|
|
|
|
|
|
|
|
|
|
|
// Set pre-decoded cache so compositeWithRegions skips synchronous BLP decode
|
|
|
|
|
|
charRenderer->setPredecodedBLPCache(&result.predecodedTextures);
|
|
|
|
|
|
setOnlinePlayerEquipment(result.guid, result.displayInfoIds, result.inventoryTypes);
|
|
|
|
|
|
charRenderer->setPredecodedBLPCache(nullptr);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void EntitySpawner::processDeferredEquipmentQueue() {
|
|
|
|
|
|
// First, finalize any completed async pre-decodes
|
|
|
|
|
|
processAsyncEquipmentResults();
|
|
|
|
|
|
|
|
|
|
|
|
if (deferredEquipmentQueue_.empty()) return;
|
|
|
|
|
|
// Limit in-flight async equipment loads
|
|
|
|
|
|
if (asyncEquipmentLoads_.size() >= 2) return;
|
|
|
|
|
|
|
|
|
|
|
|
auto [guid, equipData] = deferredEquipmentQueue_.front();
|
|
|
|
|
|
deferredEquipmentQueue_.erase(deferredEquipmentQueue_.begin());
|
|
|
|
|
|
|
|
|
|
|
|
// Resolve all texture paths that compositeWithRegions will need
|
|
|
|
|
|
auto texturePaths = resolveEquipmentTexturePaths(guid, equipData.first, equipData.second);
|
|
|
|
|
|
|
|
|
|
|
|
if (texturePaths.empty()) {
|
|
|
|
|
|
// No textures to pre-decode — just apply directly (fast path)
|
|
|
|
|
|
LOG_WARNING("Equipment fast path for guid=0x", std::hex, guid, std::dec,
|
|
|
|
|
|
" (no textures to pre-decode)");
|
|
|
|
|
|
setOnlinePlayerEquipment(guid, equipData.first, equipData.second);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
LOG_WARNING("Equipment async pre-decode for guid=0x", std::hex, guid, std::dec,
|
|
|
|
|
|
" textures=", texturePaths.size());
|
|
|
|
|
|
|
|
|
|
|
|
// Launch background BLP pre-decode
|
|
|
|
|
|
auto* am = assetManager_;
|
|
|
|
|
|
auto displayInfoIds = equipData.first;
|
|
|
|
|
|
auto inventoryTypes = equipData.second;
|
|
|
|
|
|
AsyncEquipmentLoad load;
|
|
|
|
|
|
load.future = std::async(std::launch::async,
|
|
|
|
|
|
[am, guid, displayInfoIds, inventoryTypes, paths = std::move(texturePaths)]() -> PreparedEquipmentUpdate {
|
|
|
|
|
|
PreparedEquipmentUpdate result;
|
|
|
|
|
|
result.guid = guid;
|
|
|
|
|
|
result.displayInfoIds = displayInfoIds;
|
|
|
|
|
|
result.inventoryTypes = inventoryTypes;
|
|
|
|
|
|
for (const auto& path : paths) {
|
|
|
|
|
|
std::string key = path;
|
|
|
|
|
|
std::replace(key.begin(), key.end(), '/', '\\');
|
|
|
|
|
|
std::transform(key.begin(), key.end(), key.begin(),
|
|
|
|
|
|
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
|
|
|
|
|
|
if (result.predecodedTextures.count(key)) continue;
|
|
|
|
|
|
auto blp = am->loadTexture(key);
|
|
|
|
|
|
if (blp.isValid()) {
|
|
|
|
|
|
result.predecodedTextures[key] = std::move(blp);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
return result;
|
|
|
|
|
|
});
|
|
|
|
|
|
asyncEquipmentLoads_.push_back(std::move(load));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void EntitySpawner::processAsyncGameObjectResults() {
|
|
|
|
|
|
for (auto it = asyncGameObjectLoads_.begin(); it != asyncGameObjectLoads_.end(); ) {
|
|
|
|
|
|
if (!it->future.valid() ||
|
|
|
|
|
|
it->future.wait_for(std::chrono::milliseconds(0)) != std::future_status::ready) {
|
|
|
|
|
|
++it;
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
auto result = it->future.get();
|
|
|
|
|
|
it = asyncGameObjectLoads_.erase(it);
|
|
|
|
|
|
|
|
|
|
|
|
if (!result.valid || !result.isWmo || !result.wmoModel) {
|
|
|
|
|
|
// Fallback: spawn via sync path (likely an M2 or failed WMO)
|
|
|
|
|
|
spawnOnlineGameObject(result.guid, result.entry, result.displayId,
|
|
|
|
|
|
result.x, result.y, result.z, result.orientation, result.scale);
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// WMO parsed on background thread — do GPU upload + instance creation on main thread
|
|
|
|
|
|
auto* wmoRenderer = renderer_ ? renderer_->getWMORenderer() : nullptr;
|
|
|
|
|
|
if (!wmoRenderer) continue;
|
|
|
|
|
|
|
|
|
|
|
|
uint32_t modelId = 0;
|
|
|
|
|
|
auto itCache = gameObjectDisplayIdWmoCache_.find(result.displayId);
|
|
|
|
|
|
if (itCache != gameObjectDisplayIdWmoCache_.end()) {
|
|
|
|
|
|
modelId = itCache->second;
|
|
|
|
|
|
} else {
|
|
|
|
|
|
modelId = nextGameObjectWmoModelId_++;
|
|
|
|
|
|
wmoRenderer->setPredecodedBLPCache(&result.predecodedTextures);
|
|
|
|
|
|
if (!wmoRenderer->loadModel(*result.wmoModel, modelId)) {
|
|
|
|
|
|
wmoRenderer->setPredecodedBLPCache(nullptr);
|
|
|
|
|
|
LOG_WARNING("Failed to load async gameobject WMO: ", result.modelPath);
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
wmoRenderer->setPredecodedBLPCache(nullptr);
|
|
|
|
|
|
gameObjectDisplayIdWmoCache_[result.displayId] = modelId;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
glm::vec3 renderPos = core::coords::canonicalToRender(
|
|
|
|
|
|
glm::vec3(result.x, result.y, result.z));
|
|
|
|
|
|
uint32_t instanceId = wmoRenderer->createInstance(
|
|
|
|
|
|
modelId, renderPos, glm::vec3(0.0f, 0.0f, result.orientation), result.scale);
|
|
|
|
|
|
if (instanceId == 0) continue;
|
|
|
|
|
|
|
|
|
|
|
|
gameObjectInstances_[result.guid] = {modelId, instanceId, true};
|
|
|
|
|
|
|
|
|
|
|
|
// Queue transport doodad loading if applicable
|
|
|
|
|
|
std::string lowerPath = result.modelPath;
|
|
|
|
|
|
std::transform(lowerPath.begin(), lowerPath.end(), lowerPath.begin(),
|
|
|
|
|
|
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
|
|
|
|
|
|
if (lowerPath.find("transport") != std::string::npos) {
|
|
|
|
|
|
const auto* doodadTemplates = wmoRenderer->getDoodadTemplates(modelId);
|
|
|
|
|
|
if (doodadTemplates && !doodadTemplates->empty()) {
|
|
|
|
|
|
PendingTransportDoodadBatch batch;
|
|
|
|
|
|
batch.guid = result.guid;
|
|
|
|
|
|
batch.modelId = modelId;
|
|
|
|
|
|
batch.instanceId = instanceId;
|
|
|
|
|
|
batch.x = result.x;
|
|
|
|
|
|
batch.y = result.y;
|
|
|
|
|
|
batch.z = result.z;
|
|
|
|
|
|
batch.orientation = result.orientation;
|
|
|
|
|
|
batch.doodadBudget = doodadTemplates->size();
|
|
|
|
|
|
pendingTransportDoodadBatches_.push_back(batch);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void EntitySpawner::processGameObjectSpawnQueue() {
|
|
|
|
|
|
// Finalize any completed async WMO loads first
|
|
|
|
|
|
processAsyncGameObjectResults();
|
|
|
|
|
|
|
|
|
|
|
|
if (pendingGameObjectSpawns_.empty()) return;
|
|
|
|
|
|
|
|
|
|
|
|
// Process spawns: cached WMOs and M2s go sync (cheap), uncached WMOs go async
|
|
|
|
|
|
auto startTime = std::chrono::steady_clock::now();
|
|
|
|
|
|
static constexpr float kBudgetMs = 2.0f;
|
|
|
|
|
|
static constexpr int kMaxAsyncLoads = 2;
|
|
|
|
|
|
|
|
|
|
|
|
while (!pendingGameObjectSpawns_.empty()) {
|
|
|
|
|
|
float elapsedMs = std::chrono::duration<float, std::milli>(
|
|
|
|
|
|
std::chrono::steady_clock::now() - startTime).count();
|
|
|
|
|
|
if (elapsedMs >= kBudgetMs) break;
|
|
|
|
|
|
|
|
|
|
|
|
auto& s = pendingGameObjectSpawns_.front();
|
|
|
|
|
|
|
|
|
|
|
|
// Check if this is an uncached WMO that needs async loading
|
|
|
|
|
|
std::string modelPath;
|
|
|
|
|
|
if (gameObjectLookupsBuilt_) {
|
|
|
|
|
|
// Check transport overrides first
|
|
|
|
|
|
bool isTransport = gameHandler_ && gameHandler_->isTransportGuid(s.guid);
|
|
|
|
|
|
if (isTransport) {
|
|
|
|
|
|
if (s.entry == 20808 || s.entry == 176231 || s.entry == 176310)
|
|
|
|
|
|
modelPath = "World\\wmo\\transports\\transport_ship\\transportship.wmo";
|
|
|
|
|
|
else if (s.displayId == 807 || s.displayId == 808 || s.displayId == 175080 || s.displayId == 176495 || s.displayId == 164871)
|
|
|
|
|
|
modelPath = "World\\wmo\\transports\\transport_zeppelin\\transport_zeppelin.wmo";
|
|
|
|
|
|
else if (s.displayId == 1587)
|
|
|
|
|
|
modelPath = "World\\wmo\\transports\\transport_horde_zeppelin\\Transport_Horde_Zeppelin.wmo";
|
|
|
|
|
|
else if (s.displayId == 2454 || s.displayId == 181688 || s.displayId == 190536)
|
|
|
|
|
|
modelPath = "World\\wmo\\transports\\icebreaker\\Transport_Icebreaker_ship.wmo";
|
|
|
|
|
|
}
|
|
|
|
|
|
if (modelPath.empty())
|
|
|
|
|
|
modelPath = getGameObjectModelPathForDisplayId(s.displayId);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
std::string lowerPath = modelPath;
|
|
|
|
|
|
std::transform(lowerPath.begin(), lowerPath.end(), lowerPath.begin(),
|
|
|
|
|
|
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
|
|
|
|
|
|
bool isWmo = lowerPath.size() >= 4 && lowerPath.substr(lowerPath.size() - 4) == ".wmo";
|
|
|
|
|
|
bool isCached = isWmo && gameObjectDisplayIdWmoCache_.count(s.displayId);
|
|
|
|
|
|
|
|
|
|
|
|
if (isWmo && !isCached && !modelPath.empty() &&
|
|
|
|
|
|
static_cast<int>(asyncGameObjectLoads_.size()) < kMaxAsyncLoads) {
|
|
|
|
|
|
// Launch async WMO load — file I/O + parse on background thread
|
|
|
|
|
|
auto* am = assetManager_;
|
|
|
|
|
|
PendingGameObjectSpawn capture = s;
|
|
|
|
|
|
std::string capturePath = modelPath;
|
|
|
|
|
|
AsyncGameObjectLoad load;
|
|
|
|
|
|
load.future = std::async(std::launch::async,
|
|
|
|
|
|
[am, capture, capturePath]() -> PreparedGameObjectWMO {
|
|
|
|
|
|
PreparedGameObjectWMO result;
|
|
|
|
|
|
result.guid = capture.guid;
|
|
|
|
|
|
result.entry = capture.entry;
|
|
|
|
|
|
result.displayId = capture.displayId;
|
|
|
|
|
|
result.x = capture.x;
|
|
|
|
|
|
result.y = capture.y;
|
|
|
|
|
|
result.z = capture.z;
|
|
|
|
|
|
result.orientation = capture.orientation;
|
|
|
|
|
|
result.scale = capture.scale;
|
|
|
|
|
|
result.modelPath = capturePath;
|
|
|
|
|
|
result.isWmo = true;
|
|
|
|
|
|
|
|
|
|
|
|
auto wmoData = am->readFile(capturePath);
|
|
|
|
|
|
if (wmoData.empty()) return result;
|
|
|
|
|
|
|
|
|
|
|
|
auto wmo = std::make_shared<pipeline::WMOModel>(
|
|
|
|
|
|
pipeline::WMOLoader::load(wmoData));
|
|
|
|
|
|
|
|
|
|
|
|
// Load groups
|
|
|
|
|
|
if (wmo->nGroups > 0) {
|
|
|
|
|
|
std::string basePath = capturePath;
|
|
|
|
|
|
std::string ext;
|
|
|
|
|
|
if (basePath.size() > 4) {
|
|
|
|
|
|
ext = basePath.substr(basePath.size() - 4);
|
|
|
|
|
|
basePath = basePath.substr(0, basePath.size() - 4);
|
|
|
|
|
|
}
|
|
|
|
|
|
for (uint32_t gi = 0; gi < wmo->nGroups; gi++) {
|
|
|
|
|
|
char suffix[16];
|
|
|
|
|
|
snprintf(suffix, sizeof(suffix), "_%03u%s", gi, ext.c_str());
|
|
|
|
|
|
auto groupData = am->readFile(basePath + suffix);
|
|
|
|
|
|
if (groupData.empty()) {
|
|
|
|
|
|
snprintf(suffix, sizeof(suffix), "_%03u.wmo", gi);
|
|
|
|
|
|
groupData = am->readFile(basePath + suffix);
|
|
|
|
|
|
}
|
|
|
|
|
|
if (!groupData.empty()) {
|
|
|
|
|
|
pipeline::WMOLoader::loadGroup(groupData, *wmo, gi);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Pre-decode WMO textures on background thread
|
|
|
|
|
|
for (const auto& texPath : wmo->textures) {
|
|
|
|
|
|
if (texPath.empty()) continue;
|
|
|
|
|
|
std::string texKey = texPath;
|
|
|
|
|
|
size_t nul = texKey.find('\0');
|
|
|
|
|
|
if (nul != std::string::npos) texKey.resize(nul);
|
|
|
|
|
|
std::replace(texKey.begin(), texKey.end(), '/', '\\');
|
|
|
|
|
|
std::transform(texKey.begin(), texKey.end(), texKey.begin(),
|
|
|
|
|
|
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
|
|
|
|
|
|
if (texKey.empty()) continue;
|
|
|
|
|
|
// Convert to .blp extension
|
|
|
|
|
|
if (texKey.size() >= 4) {
|
|
|
|
|
|
std::string ext = texKey.substr(texKey.size() - 4);
|
|
|
|
|
|
if (ext == ".tga" || ext == ".dds") {
|
|
|
|
|
|
texKey = texKey.substr(0, texKey.size() - 4) + ".blp";
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
if (result.predecodedTextures.find(texKey) != result.predecodedTextures.end()) continue;
|
|
|
|
|
|
auto blp = am->loadTexture(texKey);
|
|
|
|
|
|
if (blp.isValid()) {
|
|
|
|
|
|
result.predecodedTextures[texKey] = std::move(blp);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
result.wmoModel = wmo;
|
|
|
|
|
|
result.valid = true;
|
|
|
|
|
|
return result;
|
|
|
|
|
|
});
|
|
|
|
|
|
asyncGameObjectLoads_.push_back(std::move(load));
|
|
|
|
|
|
pendingGameObjectSpawns_.erase(pendingGameObjectSpawns_.begin());
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Cached WMO or M2 — spawn synchronously (cheap)
|
|
|
|
|
|
spawnOnlineGameObject(s.guid, s.entry, s.displayId, s.x, s.y, s.z, s.orientation, s.scale);
|
|
|
|
|
|
pendingGameObjectSpawns_.erase(pendingGameObjectSpawns_.begin());
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void EntitySpawner::processPendingTransportRegistrations() {
|
|
|
|
|
|
if (pendingTransportRegistrations_.empty()) return;
|
|
|
|
|
|
if (!gameHandler_ || !renderer_) return;
|
|
|
|
|
|
|
|
|
|
|
|
auto* transportManager = gameHandler_->getTransportManager();
|
|
|
|
|
|
if (!transportManager) return;
|
|
|
|
|
|
|
|
|
|
|
|
auto startTime = std::chrono::steady_clock::now();
|
|
|
|
|
|
static constexpr int kMaxRegistrationsPerFrame = 2;
|
|
|
|
|
|
static constexpr float kRegistrationBudgetMs = 2.0f;
|
|
|
|
|
|
int processed = 0;
|
|
|
|
|
|
|
|
|
|
|
|
for (auto it = pendingTransportRegistrations_.begin();
|
|
|
|
|
|
it != pendingTransportRegistrations_.end() && processed < kMaxRegistrationsPerFrame;) {
|
|
|
|
|
|
float elapsedMs = std::chrono::duration<float, std::milli>(
|
|
|
|
|
|
std::chrono::steady_clock::now() - startTime).count();
|
|
|
|
|
|
if (elapsedMs >= kRegistrationBudgetMs) break;
|
|
|
|
|
|
|
|
|
|
|
|
const PendingTransportRegistration pending = *it;
|
|
|
|
|
|
auto goIt = gameObjectInstances_.find(pending.guid);
|
|
|
|
|
|
if (goIt == gameObjectInstances_.end()) {
|
|
|
|
|
|
it = pendingTransportRegistrations_.erase(it);
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (transportManager->getTransport(pending.guid)) {
|
|
|
|
|
|
transportManager->updateServerTransport(
|
|
|
|
|
|
pending.guid, glm::vec3(pending.x, pending.y, pending.z), pending.orientation);
|
|
|
|
|
|
it = pendingTransportRegistrations_.erase(it);
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const uint32_t wmoInstanceId = goIt->second.instanceId;
|
|
|
|
|
|
LOG_WARNING("Registering server transport: GUID=0x", std::hex, pending.guid, std::dec,
|
|
|
|
|
|
" entry=", pending.entry, " displayId=", pending.displayId, " wmoInstance=", wmoInstanceId,
|
|
|
|
|
|
" pos=(", pending.x, ", ", pending.y, ", ", pending.z, ")");
|
|
|
|
|
|
|
|
|
|
|
|
// TransportAnimation.dbc is indexed by GameObject entry.
|
|
|
|
|
|
uint32_t pathId = pending.entry;
|
|
|
|
|
|
const bool preferServerData = gameHandler_->hasServerTransportUpdate(pending.guid);
|
|
|
|
|
|
|
|
|
|
|
|
bool clientAnim = transportManager->isClientSideAnimation();
|
|
|
|
|
|
LOG_DEBUG("Transport spawn callback: clientAnimation=", clientAnim,
|
|
|
|
|
|
" guid=0x", std::hex, pending.guid, std::dec,
|
|
|
|
|
|
" entry=", pending.entry, " pathId=", pathId,
|
|
|
|
|
|
" preferServer=", preferServerData);
|
|
|
|
|
|
|
|
|
|
|
|
glm::vec3 canonicalSpawnPos(pending.x, pending.y, pending.z);
|
|
|
|
|
|
const bool shipOrZeppelinDisplay =
|
|
|
|
|
|
(pending.displayId == 3015 || pending.displayId == 3031 || pending.displayId == 7546 ||
|
|
|
|
|
|
pending.displayId == 7446 || pending.displayId == 1587 || pending.displayId == 2454 ||
|
|
|
|
|
|
pending.displayId == 807 || pending.displayId == 808);
|
|
|
|
|
|
bool hasUsablePath = transportManager->hasPathForEntry(pending.entry);
|
|
|
|
|
|
if (shipOrZeppelinDisplay) {
|
|
|
|
|
|
hasUsablePath = transportManager->hasUsableMovingPathForEntry(pending.entry, 25.0f);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
LOG_WARNING("Transport path check: entry=", pending.entry, " hasUsablePath=", hasUsablePath,
|
|
|
|
|
|
" preferServerData=", preferServerData, " shipOrZepDisplay=", shipOrZeppelinDisplay);
|
|
|
|
|
|
|
|
|
|
|
|
if (preferServerData) {
|
|
|
|
|
|
if (!hasUsablePath) {
|
|
|
|
|
|
std::vector<glm::vec3> path = { canonicalSpawnPos };
|
|
|
|
|
|
transportManager->loadPathFromNodes(pathId, path, false, 0.0f);
|
|
|
|
|
|
LOG_WARNING("Server-first strict registration: stationary fallback for GUID 0x",
|
|
|
|
|
|
std::hex, pending.guid, std::dec, " entry=", pending.entry);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
LOG_WARNING("Server-first transport registration: using entry DBC path for entry ", pending.entry);
|
|
|
|
|
|
}
|
|
|
|
|
|
} else if (!hasUsablePath) {
|
|
|
|
|
|
bool allowZOnly = (pending.displayId == 455 || pending.displayId == 462);
|
|
|
|
|
|
uint32_t inferredPath = transportManager->inferDbcPathForSpawn(
|
|
|
|
|
|
canonicalSpawnPos, 1200.0f, allowZOnly);
|
|
|
|
|
|
if (inferredPath != 0) {
|
|
|
|
|
|
pathId = inferredPath;
|
|
|
|
|
|
LOG_WARNING("Using inferred transport path ", pathId, " for entry ", pending.entry);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
uint32_t remappedPath = transportManager->pickFallbackMovingPath(pending.entry, pending.displayId);
|
|
|
|
|
|
if (remappedPath != 0) {
|
|
|
|
|
|
pathId = remappedPath;
|
|
|
|
|
|
LOG_WARNING("Using remapped fallback transport path ", pathId,
|
|
|
|
|
|
" for entry ", pending.entry, " displayId=", pending.displayId,
|
|
|
|
|
|
" (usableEntryPath=", transportManager->hasPathForEntry(pending.entry), ")");
|
|
|
|
|
|
} else {
|
|
|
|
|
|
LOG_WARNING("No TransportAnimation.dbc path for entry ", pending.entry,
|
|
|
|
|
|
" - transport will be stationary");
|
|
|
|
|
|
std::vector<glm::vec3> path = { canonicalSpawnPos };
|
|
|
|
|
|
transportManager->loadPathFromNodes(pathId, path, false, 0.0f);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
} else {
|
|
|
|
|
|
LOG_WARNING("Using real transport path from TransportAnimation.dbc for entry ", pending.entry);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
transportManager->registerTransport(pending.guid, wmoInstanceId, pathId, canonicalSpawnPos, pending.entry);
|
|
|
|
|
|
|
|
|
|
|
|
if (!goIt->second.isWmo) {
|
|
|
|
|
|
if (auto* tr = transportManager->getTransport(pending.guid)) {
|
|
|
|
|
|
tr->isM2 = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
transportManager->updateServerTransport(
|
|
|
|
|
|
pending.guid, glm::vec3(pending.x, pending.y, pending.z), pending.orientation);
|
|
|
|
|
|
|
|
|
|
|
|
auto moveIt = pendingTransportMoves_.find(pending.guid);
|
|
|
|
|
|
if (moveIt != pendingTransportMoves_.end()) {
|
|
|
|
|
|
const PendingTransportMove latestMove = moveIt->second;
|
|
|
|
|
|
transportManager->updateServerTransport(
|
|
|
|
|
|
pending.guid, glm::vec3(latestMove.x, latestMove.y, latestMove.z), latestMove.orientation);
|
|
|
|
|
|
LOG_DEBUG("Replayed queued transport move for GUID=0x", std::hex, pending.guid, std::dec,
|
|
|
|
|
|
" pos=(", latestMove.x, ", ", latestMove.y, ", ", latestMove.z,
|
|
|
|
|
|
") orientation=", latestMove.orientation);
|
|
|
|
|
|
pendingTransportMoves_.erase(moveIt);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (glm::dot(canonicalSpawnPos, canonicalSpawnPos) < 1.0f) {
|
|
|
|
|
|
auto goData = gameHandler_->getCachedGameObjectInfo(pending.entry);
|
|
|
|
|
|
if (goData && goData->type == 15 && goData->hasData && goData->data[0] != 0) {
|
|
|
|
|
|
uint32_t taxiPathId = goData->data[0];
|
|
|
|
|
|
if (transportManager->hasTaxiPath(taxiPathId)) {
|
|
|
|
|
|
transportManager->assignTaxiPathToTransport(pending.entry, taxiPathId);
|
|
|
|
|
|
LOG_DEBUG("Assigned cached TaxiPathNode path for MO_TRANSPORT entry=", pending.entry,
|
|
|
|
|
|
" taxiPathId=", taxiPathId);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (auto* tr = transportManager->getTransport(pending.guid); tr) {
|
|
|
|
|
|
LOG_WARNING("Transport registered: guid=0x", std::hex, pending.guid, std::dec,
|
|
|
|
|
|
" entry=", pending.entry, " displayId=", pending.displayId,
|
|
|
|
|
|
" pathId=", tr->pathId,
|
|
|
|
|
|
" mode=", (tr->useClientAnimation ? "client" : "server"),
|
|
|
|
|
|
" serverUpdates=", tr->serverUpdateCount);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
LOG_DEBUG("Transport registered: guid=0x", std::hex, pending.guid, std::dec,
|
|
|
|
|
|
" entry=", pending.entry, " displayId=", pending.displayId,
|
|
|
|
|
|
" (TransportManager instance missing)");
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
++processed;
|
|
|
|
|
|
it = pendingTransportRegistrations_.erase(it);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void EntitySpawner::processPendingTransportDoodads() {
|
|
|
|
|
|
if (pendingTransportDoodadBatches_.empty()) return;
|
|
|
|
|
|
if (!renderer_ || !assetManager_) return;
|
|
|
|
|
|
|
|
|
|
|
|
auto* wmoRenderer = renderer_->getWMORenderer();
|
|
|
|
|
|
auto* m2Renderer = renderer_->getM2Renderer();
|
|
|
|
|
|
if (!wmoRenderer || !m2Renderer) return;
|
|
|
|
|
|
|
|
|
|
|
|
auto startTime = std::chrono::steady_clock::now();
|
|
|
|
|
|
static constexpr float kDoodadBudgetMs = 4.0f;
|
|
|
|
|
|
|
|
|
|
|
|
// Batch all GPU uploads into a single async command buffer submission so that
|
|
|
|
|
|
// N doodads with multiple textures each don't each block on vkQueueSubmit +
|
|
|
|
|
|
// vkWaitForFences. Without batching, 30+ doodads × several textures = hundreds
|
|
|
|
|
|
// of sync GPU submits → the 490ms stall that preceded the VK_ERROR_DEVICE_LOST.
|
|
|
|
|
|
auto* vkCtx = renderer_->getVkContext();
|
|
|
|
|
|
if (vkCtx) vkCtx->beginUploadBatch();
|
|
|
|
|
|
|
|
|
|
|
|
size_t budgetLeft = MAX_TRANSPORT_DOODADS_PER_FRAME;
|
|
|
|
|
|
for (auto it = pendingTransportDoodadBatches_.begin();
|
|
|
|
|
|
it != pendingTransportDoodadBatches_.end() && budgetLeft > 0;) {
|
|
|
|
|
|
// Time budget check
|
|
|
|
|
|
float elapsedMs = std::chrono::duration<float, std::milli>(
|
|
|
|
|
|
std::chrono::steady_clock::now() - startTime).count();
|
|
|
|
|
|
if (elapsedMs >= kDoodadBudgetMs) break;
|
|
|
|
|
|
auto goIt = gameObjectInstances_.find(it->guid);
|
|
|
|
|
|
if (goIt == gameObjectInstances_.end() || !goIt->second.isWmo ||
|
|
|
|
|
|
goIt->second.instanceId != it->instanceId || goIt->second.modelId != it->modelId) {
|
|
|
|
|
|
it = pendingTransportDoodadBatches_.erase(it);
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const auto* doodadTemplates = wmoRenderer->getDoodadTemplates(it->modelId);
|
|
|
|
|
|
if (!doodadTemplates || doodadTemplates->empty()) {
|
|
|
|
|
|
it = pendingTransportDoodadBatches_.erase(it);
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const size_t maxIndex = std::min(it->doodadBudget, doodadTemplates->size());
|
|
|
|
|
|
while (it->nextIndex < maxIndex && budgetLeft > 0) {
|
|
|
|
|
|
// Per-doodad time budget (each does synchronous file I/O + parse + GPU upload)
|
|
|
|
|
|
float innerMs = std::chrono::duration<float, std::milli>(
|
|
|
|
|
|
std::chrono::steady_clock::now() - startTime).count();
|
|
|
|
|
|
if (innerMs >= kDoodadBudgetMs) { budgetLeft = 0; break; }
|
|
|
|
|
|
|
|
|
|
|
|
const auto& doodadTemplate = (*doodadTemplates)[it->nextIndex];
|
|
|
|
|
|
it->nextIndex++;
|
|
|
|
|
|
budgetLeft--;
|
|
|
|
|
|
|
|
|
|
|
|
uint32_t doodadModelId = static_cast<uint32_t>(std::hash<std::string>{}(doodadTemplate.m2Path));
|
|
|
|
|
|
auto m2Data = assetManager_->readFile(doodadTemplate.m2Path);
|
|
|
|
|
|
if (m2Data.empty()) continue;
|
|
|
|
|
|
|
|
|
|
|
|
pipeline::M2Model m2Model = pipeline::M2Loader::load(m2Data);
|
|
|
|
|
|
std::string skinPath = doodadTemplate.m2Path.substr(0, doodadTemplate.m2Path.size() - 3) + "00.skin";
|
|
|
|
|
|
std::vector<uint8_t> skinData = assetManager_->readFile(skinPath);
|
|
|
|
|
|
if (!skinData.empty() && m2Model.version >= 264) {
|
|
|
|
|
|
pipeline::M2Loader::loadSkin(skinData, m2Model);
|
|
|
|
|
|
}
|
|
|
|
|
|
if (!m2Model.isValid()) continue;
|
|
|
|
|
|
|
|
|
|
|
|
if (!m2Renderer->loadModel(m2Model, doodadModelId)) continue;
|
|
|
|
|
|
uint32_t m2InstanceId = m2Renderer->createInstance(doodadModelId, glm::vec3(0.0f), glm::vec3(0.0f), 1.0f);
|
|
|
|
|
|
if (m2InstanceId == 0) continue;
|
|
|
|
|
|
m2Renderer->setSkipCollision(m2InstanceId, true);
|
|
|
|
|
|
|
|
|
|
|
|
wmoRenderer->addDoodadToInstance(it->instanceId, m2InstanceId, doodadTemplate.localTransform);
|
|
|
|
|
|
it->spawnedDoodads++;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (it->nextIndex >= maxIndex) {
|
|
|
|
|
|
if (it->spawnedDoodads > 0) {
|
|
|
|
|
|
LOG_DEBUG("Spawned ", it->spawnedDoodads,
|
|
|
|
|
|
" transport doodads for WMO instance ", it->instanceId);
|
|
|
|
|
|
glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(it->x, it->y, it->z));
|
|
|
|
|
|
glm::mat4 wmoTransform(1.0f);
|
|
|
|
|
|
wmoTransform = glm::translate(wmoTransform, renderPos);
|
|
|
|
|
|
wmoTransform = glm::rotate(wmoTransform, it->orientation, glm::vec3(0, 0, 1));
|
|
|
|
|
|
wmoRenderer->setInstanceTransform(it->instanceId, wmoTransform);
|
|
|
|
|
|
}
|
|
|
|
|
|
it = pendingTransportDoodadBatches_.erase(it);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
++it;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Finalize the upload batch — submit all GPU copies in one shot (async, no wait).
|
|
|
|
|
|
if (vkCtx) vkCtx->endUploadBatch();
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void EntitySpawner::processPendingMount() {
|
|
|
|
|
|
if (pendingMountDisplayId_ == 0) return;
|
|
|
|
|
|
uint32_t mountDisplayId = pendingMountDisplayId_;
|
|
|
|
|
|
pendingMountDisplayId_ = 0;
|
|
|
|
|
|
LOG_INFO("processPendingMount: loading displayId ", mountDisplayId);
|
|
|
|
|
|
|
|
|
|
|
|
if (!renderer_ || !renderer_->getCharacterRenderer() || !assetManager_) return;
|
|
|
|
|
|
auto* charRenderer = renderer_->getCharacterRenderer();
|
|
|
|
|
|
|
|
|
|
|
|
std::string m2Path = getModelPathForDisplayId(mountDisplayId);
|
|
|
|
|
|
if (m2Path.empty()) {
|
|
|
|
|
|
LOG_WARNING("No model path for mount displayId ", mountDisplayId);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Check model cache
|
|
|
|
|
|
uint32_t modelId = 0;
|
|
|
|
|
|
auto cacheIt = displayIdModelCache_.find(mountDisplayId);
|
|
|
|
|
|
if (cacheIt != displayIdModelCache_.end()) {
|
|
|
|
|
|
modelId = cacheIt->second;
|
|
|
|
|
|
} else {
|
|
|
|
|
|
modelId = nextCreatureModelId_++;
|
|
|
|
|
|
|
|
|
|
|
|
auto m2Data = assetManager_->readFile(m2Path);
|
|
|
|
|
|
if (m2Data.empty()) {
|
|
|
|
|
|
LOG_WARNING("Failed to read mount M2: ", m2Path);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
pipeline::M2Model model = pipeline::M2Loader::load(m2Data);
|
|
|
|
|
|
if (model.vertices.empty()) {
|
|
|
|
|
|
LOG_WARNING("Failed to parse mount M2: ", m2Path);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Load skin file (only for WotLK M2s - vanilla has embedded skin)
|
|
|
|
|
|
if (model.version >= 264) {
|
|
|
|
|
|
std::string skinPath = m2Path.substr(0, m2Path.size() - 3) + "00.skin";
|
|
|
|
|
|
auto skinData = assetManager_->readFile(skinPath);
|
|
|
|
|
|
if (!skinData.empty()) {
|
|
|
|
|
|
pipeline::M2Loader::loadSkin(skinData, model);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
LOG_WARNING("Missing skin file for WotLK mount M2: ", skinPath);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Load external .anim files (only idle + run needed for mounts)
|
|
|
|
|
|
std::string basePath = m2Path.substr(0, m2Path.size() - 3);
|
|
|
|
|
|
for (uint32_t si = 0; si < model.sequences.size(); si++) {
|
|
|
|
|
|
if (!(model.sequences[si].flags & 0x20)) {
|
|
|
|
|
|
uint32_t animId = model.sequences[si].id;
|
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
|
|
|
|
// Only load stand, walk, run anims to avoid hang
|
|
|
|
|
|
if (animId != rendering::anim::STAND && animId != rendering::anim::WALK && animId != rendering::anim::RUN) continue;
|
2026-03-31 22:01:55 +03:00
|
|
|
|
char animFileName[256];
|
|
|
|
|
|
snprintf(animFileName, sizeof(animFileName), "%s%04u-%02u.anim",
|
|
|
|
|
|
basePath.c_str(), animId, model.sequences[si].variationIndex);
|
|
|
|
|
|
auto animData = assetManager_->readFileOptional(animFileName);
|
|
|
|
|
|
if (!animData.empty()) {
|
|
|
|
|
|
pipeline::M2Loader::loadAnimFile(m2Data, animData, si, model);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (!charRenderer->loadModel(model, modelId)) {
|
|
|
|
|
|
LOG_WARNING("Failed to load mount model: ", m2Path);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
displayIdModelCache_[mountDisplayId] = modelId;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Apply creature skin textures from CreatureDisplayInfo.dbc.
|
|
|
|
|
|
// Re-apply even for cached models so transient failures can self-heal.
|
|
|
|
|
|
std::string modelDir;
|
|
|
|
|
|
size_t lastSlash = m2Path.find_last_of("\\/");
|
|
|
|
|
|
if (lastSlash != std::string::npos) {
|
|
|
|
|
|
modelDir = m2Path.substr(0, lastSlash + 1);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
auto itDisplayData = displayDataMap_.find(mountDisplayId);
|
|
|
|
|
|
bool haveDisplayData = false;
|
|
|
|
|
|
CreatureDisplayData dispData{};
|
|
|
|
|
|
if (itDisplayData != displayDataMap_.end()) {
|
|
|
|
|
|
dispData = itDisplayData->second;
|
|
|
|
|
|
haveDisplayData = true;
|
|
|
|
|
|
} else {
|
|
|
|
|
|
// Some taxi mount display IDs are sparse; recover skins by matching model path.
|
|
|
|
|
|
std::string lowerMountPath = m2Path;
|
|
|
|
|
|
std::transform(lowerMountPath.begin(), lowerMountPath.end(), lowerMountPath.begin(),
|
|
|
|
|
|
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
|
|
|
|
|
|
int bestScore = -1;
|
|
|
|
|
|
for (const auto& [dispId, data] : displayDataMap_) {
|
|
|
|
|
|
auto pit = modelIdToPath_.find(data.modelId);
|
|
|
|
|
|
if (pit == modelIdToPath_.end()) continue;
|
|
|
|
|
|
std::string p = pit->second;
|
|
|
|
|
|
std::transform(p.begin(), p.end(), p.begin(),
|
|
|
|
|
|
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
|
|
|
|
|
|
if (p != lowerMountPath) continue;
|
|
|
|
|
|
int score = 0;
|
|
|
|
|
|
if (!data.skin1.empty()) {
|
|
|
|
|
|
std::string p1 = modelDir + data.skin1 + ".blp";
|
|
|
|
|
|
score += assetManager_->fileExists(p1) ? 30 : 3;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (!data.skin2.empty()) {
|
|
|
|
|
|
std::string p2 = modelDir + data.skin2 + ".blp";
|
|
|
|
|
|
score += assetManager_->fileExists(p2) ? 20 : 2;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (!data.skin3.empty()) {
|
|
|
|
|
|
std::string p3 = modelDir + data.skin3 + ".blp";
|
|
|
|
|
|
score += assetManager_->fileExists(p3) ? 10 : 1;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (score > bestScore) {
|
|
|
|
|
|
bestScore = score;
|
|
|
|
|
|
dispData = data;
|
|
|
|
|
|
haveDisplayData = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
if (haveDisplayData) {
|
|
|
|
|
|
LOG_INFO("Recovered mount display data by model path for displayId=", mountDisplayId,
|
|
|
|
|
|
" skin1='", dispData.skin1, "' skin2='", dispData.skin2,
|
|
|
|
|
|
"' skin3='", dispData.skin3, "'");
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
if (haveDisplayData) {
|
|
|
|
|
|
// If this displayId has no skins, try to find another displayId for the same model with skins.
|
|
|
|
|
|
if (dispData.skin1.empty() && dispData.skin2.empty() && dispData.skin3.empty()) {
|
|
|
|
|
|
uint32_t sourceModelId = dispData.modelId;
|
|
|
|
|
|
int bestScore = -1;
|
|
|
|
|
|
for (const auto& [dispId, data] : displayDataMap_) {
|
|
|
|
|
|
if (data.modelId != sourceModelId) continue;
|
|
|
|
|
|
int score = 0;
|
|
|
|
|
|
if (!data.skin1.empty()) {
|
|
|
|
|
|
std::string p = modelDir + data.skin1 + ".blp";
|
|
|
|
|
|
score += assetManager_->fileExists(p) ? 30 : 3;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (!data.skin2.empty()) {
|
|
|
|
|
|
std::string p = modelDir + data.skin2 + ".blp";
|
|
|
|
|
|
score += assetManager_->fileExists(p) ? 20 : 2;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (!data.skin3.empty()) {
|
|
|
|
|
|
std::string p = modelDir + data.skin3 + ".blp";
|
|
|
|
|
|
score += assetManager_->fileExists(p) ? 10 : 1;
|
|
|
|
|
|
}
|
|
|
|
|
|
if (score > bestScore) {
|
|
|
|
|
|
bestScore = score;
|
|
|
|
|
|
dispData = data;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
LOG_INFO("Mount skin fallback for displayId=", mountDisplayId,
|
|
|
|
|
|
" modelId=", sourceModelId, " skin1='", dispData.skin1,
|
|
|
|
|
|
"' skin2='", dispData.skin2, "' skin3='", dispData.skin3, "'");
|
|
|
|
|
|
}
|
|
|
|
|
|
const auto* md = charRenderer->getModelData(modelId);
|
|
|
|
|
|
if (md) {
|
|
|
|
|
|
LOG_INFO("Mount model textures: ", md->textures.size(), " slots, skin1='", dispData.skin1,
|
|
|
|
|
|
"' skin2='", dispData.skin2, "' skin3='", dispData.skin3, "'");
|
|
|
|
|
|
for (size_t ti = 0; ti < md->textures.size(); ti++) {
|
|
|
|
|
|
LOG_INFO(" tex[", ti, "] type=", md->textures[ti].type,
|
|
|
|
|
|
" filename='", md->textures[ti].filename, "'");
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int replaced = 0;
|
|
|
|
|
|
for (size_t ti = 0; ti < md->textures.size(); ti++) {
|
|
|
|
|
|
const auto& tex = md->textures[ti];
|
|
|
|
|
|
std::string texPath;
|
|
|
|
|
|
if (tex.type == 11 && !dispData.skin1.empty()) {
|
|
|
|
|
|
texPath = modelDir + dispData.skin1 + ".blp";
|
|
|
|
|
|
} else if (tex.type == 12 && !dispData.skin2.empty()) {
|
|
|
|
|
|
texPath = modelDir + dispData.skin2 + ".blp";
|
|
|
|
|
|
} else if (tex.type == 13 && !dispData.skin3.empty()) {
|
|
|
|
|
|
texPath = modelDir + dispData.skin3 + ".blp";
|
|
|
|
|
|
}
|
|
|
|
|
|
if (!texPath.empty()) {
|
|
|
|
|
|
rendering::VkTexture* skinTex = charRenderer->loadTexture(texPath);
|
|
|
|
|
|
if (skinTex) {
|
|
|
|
|
|
charRenderer->setModelTexture(modelId, static_cast<uint32_t>(ti), skinTex);
|
|
|
|
|
|
LOG_INFO(" Applied skin texture slot ", ti, ": ", texPath);
|
|
|
|
|
|
replaced++;
|
|
|
|
|
|
} else {
|
|
|
|
|
|
LOG_WARNING(" Failed to load skin texture slot ", ti, ": ", texPath);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Force skin textures onto type-0 (hardcoded) slots that have no filename
|
|
|
|
|
|
if (replaced == 0) {
|
|
|
|
|
|
for (size_t ti = 0; ti < md->textures.size(); ti++) {
|
|
|
|
|
|
const auto& tex = md->textures[ti];
|
|
|
|
|
|
if (tex.type == 0 && tex.filename.empty()) {
|
|
|
|
|
|
// Empty hardcoded slot — try skin1 then skin2
|
|
|
|
|
|
std::string texPath;
|
|
|
|
|
|
if (!dispData.skin1.empty() && replaced == 0) {
|
|
|
|
|
|
texPath = modelDir + dispData.skin1 + ".blp";
|
|
|
|
|
|
} else if (!dispData.skin2.empty()) {
|
|
|
|
|
|
texPath = modelDir + dispData.skin2 + ".blp";
|
|
|
|
|
|
}
|
|
|
|
|
|
if (!texPath.empty()) {
|
|
|
|
|
|
rendering::VkTexture* skinTex = charRenderer->loadTexture(texPath);
|
|
|
|
|
|
if (skinTex) {
|
|
|
|
|
|
charRenderer->setModelTexture(modelId, static_cast<uint32_t>(ti), skinTex);
|
|
|
|
|
|
LOG_INFO(" Forced skin on empty hardcoded slot ", ti, ": ", texPath);
|
|
|
|
|
|
replaced++;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// If still no textures, try hardcoded model texture filenames
|
|
|
|
|
|
if (replaced == 0) {
|
|
|
|
|
|
for (size_t ti = 0; ti < md->textures.size(); ti++) {
|
|
|
|
|
|
if (!md->textures[ti].filename.empty()) {
|
|
|
|
|
|
rendering::VkTexture* texId = charRenderer->loadTexture(md->textures[ti].filename);
|
|
|
|
|
|
if (texId) {
|
|
|
|
|
|
charRenderer->setModelTexture(modelId, static_cast<uint32_t>(ti), texId);
|
|
|
|
|
|
LOG_INFO(" Used model embedded texture slot ", ti, ": ", md->textures[ti].filename);
|
|
|
|
|
|
replaced++;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Final fallback for gryphon/wyvern: try well-known skin texture names
|
|
|
|
|
|
if (replaced == 0 && !md->textures.empty()) {
|
|
|
|
|
|
std::string lowerMountPath = m2Path;
|
|
|
|
|
|
std::transform(lowerMountPath.begin(), lowerMountPath.end(), lowerMountPath.begin(),
|
|
|
|
|
|
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
|
|
|
|
|
|
if (lowerMountPath.find("gryphon") != std::string::npos) {
|
|
|
|
|
|
const char* gryphonSkins[] = {
|
|
|
|
|
|
"Creature\\Gryphon\\Gryphon_Skin.blp",
|
|
|
|
|
|
"Creature\\Gryphon\\Gryphon_Skin01.blp",
|
|
|
|
|
|
"Creature\\Gryphon\\GRYPHON_SKIN01.BLP",
|
|
|
|
|
|
nullptr
|
|
|
|
|
|
};
|
|
|
|
|
|
for (const char** p = gryphonSkins; *p; ++p) {
|
|
|
|
|
|
rendering::VkTexture* texId = charRenderer->loadTexture(*p);
|
|
|
|
|
|
if (texId) {
|
|
|
|
|
|
charRenderer->setModelTexture(modelId, 0, texId);
|
|
|
|
|
|
LOG_INFO(" Forced gryphon skin fallback: ", *p);
|
|
|
|
|
|
replaced++;
|
|
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
} else if (lowerMountPath.find("wyvern") != std::string::npos) {
|
|
|
|
|
|
const char* wyvernSkins[] = {
|
|
|
|
|
|
"Creature\\Wyvern\\Wyvern_Skin.blp",
|
|
|
|
|
|
"Creature\\Wyvern\\Wyvern_Skin01.blp",
|
|
|
|
|
|
nullptr
|
|
|
|
|
|
};
|
|
|
|
|
|
for (const char** p = wyvernSkins; *p; ++p) {
|
|
|
|
|
|
rendering::VkTexture* texId = charRenderer->loadTexture(*p);
|
|
|
|
|
|
if (texId) {
|
|
|
|
|
|
charRenderer->setModelTexture(modelId, 0, texId);
|
|
|
|
|
|
LOG_INFO(" Forced wyvern skin fallback: ", *p);
|
|
|
|
|
|
replaced++;
|
|
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
LOG_INFO("Mount texture setup: ", replaced, " textures applied");
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
mountModelId_ = modelId;
|
|
|
|
|
|
|
|
|
|
|
|
// Create mount instance at player position
|
|
|
|
|
|
glm::vec3 mountPos = renderer_->getCharacterPosition();
|
|
|
|
|
|
float yawRad = glm::radians(renderer_->getCharacterYaw());
|
|
|
|
|
|
uint32_t instanceId = charRenderer->createInstance(modelId, mountPos,
|
|
|
|
|
|
glm::vec3(0.0f, 0.0f, yawRad), 1.0f);
|
|
|
|
|
|
|
|
|
|
|
|
if (instanceId == 0) {
|
|
|
|
|
|
LOG_WARNING("Failed to create mount instance");
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
mountInstanceId_ = instanceId;
|
|
|
|
|
|
|
|
|
|
|
|
// Compute height offset — place player above mount's back
|
|
|
|
|
|
// Use tight bounds from actual vertices (M2 header bounds can be inaccurate)
|
|
|
|
|
|
const auto* modelData = charRenderer->getModelData(modelId);
|
|
|
|
|
|
float heightOffset = 1.8f;
|
|
|
|
|
|
if (modelData && !modelData->vertices.empty()) {
|
|
|
|
|
|
float minZ = std::numeric_limits<float>::max();
|
|
|
|
|
|
float maxZ = -std::numeric_limits<float>::max();
|
|
|
|
|
|
for (const auto& v : modelData->vertices) {
|
|
|
|
|
|
if (v.position.z < minZ) minZ = v.position.z;
|
|
|
|
|
|
if (v.position.z > maxZ) maxZ = v.position.z;
|
|
|
|
|
|
}
|
|
|
|
|
|
float extentZ = maxZ - minZ;
|
|
|
|
|
|
LOG_INFO("Mount tight bounds: minZ=", minZ, " maxZ=", maxZ, " extentZ=", extentZ);
|
|
|
|
|
|
if (extentZ > 0.5f) {
|
|
|
|
|
|
// Saddle point is roughly 75% up the model, measured from model origin
|
|
|
|
|
|
heightOffset = maxZ * 0.8f;
|
|
|
|
|
|
if (heightOffset < 1.0f) heightOffset = extentZ * 0.75f;
|
|
|
|
|
|
if (heightOffset < 1.0f) heightOffset = 1.8f;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
renderer_->setMounted(instanceId, mountDisplayId, heightOffset, m2Path);
|
|
|
|
|
|
|
|
|
|
|
|
// For taxi mounts, start with flying animation; for ground mounts, start with stand
|
|
|
|
|
|
bool isTaxi = gameHandler_ && gameHandler_->isOnTaxiFlight();
|
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
|
|
|
|
uint32_t startAnim = rendering::anim::STAND;
|
2026-03-31 22:01:55 +03:00
|
|
|
|
if (isTaxi) {
|
|
|
|
|
|
// Try WotLK fly anims first, then Vanilla-friendly fallbacks
|
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
|
|
|
|
using namespace rendering::anim;
|
|
|
|
|
|
uint32_t taxiCandidates[] = {FLY_FORWARD, FLY_IDLE, FLY_RUN_2, FLY_SPELL, FLY_RISE, SPELL_KNEEL_LOOP, FLY_CUSTOM_SPELL_10, DEAD, RUN};
|
2026-03-31 22:01:55 +03:00
|
|
|
|
for (uint32_t anim : taxiCandidates) {
|
|
|
|
|
|
if (charRenderer->hasAnimation(instanceId, anim)) {
|
|
|
|
|
|
startAnim = anim;
|
|
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
// If none found, startAnim stays 0 (Stand/hover) which is fine for flying creatures
|
|
|
|
|
|
}
|
|
|
|
|
|
charRenderer->playAnimation(instanceId, startAnim, true);
|
|
|
|
|
|
|
|
|
|
|
|
LOG_INFO("processPendingMount: DONE displayId=", mountDisplayId, " model=", m2Path, " heightOffset=", heightOffset);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void EntitySpawner::despawnCreature(uint64_t guid) {
|
|
|
|
|
|
// If this guid is a PLAYER, it will be tracked in playerInstances_.
|
|
|
|
|
|
// Route to the correct despawn path so we don't leak instances.
|
|
|
|
|
|
if (playerInstances_.count(guid)) {
|
|
|
|
|
|
despawnPlayer(guid);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
pendingCreatureSpawnGuids_.erase(guid);
|
|
|
|
|
|
creatureSpawnRetryCounts_.erase(guid);
|
|
|
|
|
|
creaturePermanentFailureGuids_.erase(guid);
|
|
|
|
|
|
deadCreatureGuids_.erase(guid);
|
|
|
|
|
|
|
|
|
|
|
|
auto it = creatureInstances_.find(guid);
|
|
|
|
|
|
if (it == creatureInstances_.end()) return;
|
|
|
|
|
|
|
|
|
|
|
|
if (renderer_ && renderer_->getCharacterRenderer()) {
|
|
|
|
|
|
renderer_->getCharacterRenderer()->removeInstance(it->second);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
creatureInstances_.erase(it);
|
|
|
|
|
|
creatureModelIds_.erase(guid);
|
|
|
|
|
|
creatureRenderPosCache_.erase(guid);
|
|
|
|
|
|
creatureWeaponsAttached_.erase(guid);
|
|
|
|
|
|
creatureWeaponAttachAttempts_.erase(guid);
|
|
|
|
|
|
creatureWasMoving_.erase(guid);
|
|
|
|
|
|
creatureWasSwimming_.erase(guid);
|
|
|
|
|
|
creatureWasFlying_.erase(guid);
|
|
|
|
|
|
creatureWasWalking_.erase(guid);
|
|
|
|
|
|
creatureSwimmingState_.erase(guid);
|
|
|
|
|
|
creatureWalkingState_.erase(guid);
|
|
|
|
|
|
creatureFlyingState_.erase(guid);
|
|
|
|
|
|
|
|
|
|
|
|
LOG_DEBUG("Despawned creature: guid=0x", std::hex, guid, std::dec);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void EntitySpawner::despawnGameObject(uint64_t guid) {
|
|
|
|
|
|
pendingTransportDoodadBatches_.erase(
|
|
|
|
|
|
std::remove_if(pendingTransportDoodadBatches_.begin(), pendingTransportDoodadBatches_.end(),
|
|
|
|
|
|
[guid](const PendingTransportDoodadBatch& b) { return b.guid == guid; }),
|
|
|
|
|
|
pendingTransportDoodadBatches_.end());
|
|
|
|
|
|
|
|
|
|
|
|
auto it = gameObjectInstances_.find(guid);
|
|
|
|
|
|
if (it == gameObjectInstances_.end()) return;
|
|
|
|
|
|
|
|
|
|
|
|
if (renderer_) {
|
|
|
|
|
|
if (it->second.isWmo) {
|
|
|
|
|
|
if (auto* wmoRenderer = renderer_->getWMORenderer()) {
|
|
|
|
|
|
wmoRenderer->removeInstance(it->second.instanceId);
|
|
|
|
|
|
}
|
|
|
|
|
|
} else {
|
|
|
|
|
|
if (auto* m2Renderer = renderer_->getM2Renderer()) {
|
|
|
|
|
|
m2Renderer->removeInstance(it->second.instanceId);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
gameObjectInstances_.erase(it);
|
|
|
|
|
|
|
|
|
|
|
|
LOG_DEBUG("Despawned gameobject: guid=0x", std::hex, guid, std::dec);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool EntitySpawner::loadWeaponM2(const std::string& m2Path, pipeline::M2Model& outModel) {
|
|
|
|
|
|
auto m2Data = assetManager_->readFile(m2Path);
|
|
|
|
|
|
if (m2Data.empty()) return false;
|
|
|
|
|
|
outModel = pipeline::M2Loader::load(m2Data);
|
|
|
|
|
|
// Load skin (WotLK+ M2 format): strip .m2, append 00.skin
|
|
|
|
|
|
std::string skinPath = m2Path;
|
|
|
|
|
|
size_t dotPos = skinPath.rfind('.');
|
|
|
|
|
|
if (dotPos != std::string::npos) skinPath = skinPath.substr(0, dotPos);
|
|
|
|
|
|
skinPath += "00.skin";
|
|
|
|
|
|
auto skinData = assetManager_->readFile(skinPath);
|
|
|
|
|
|
if (!skinData.empty() && outModel.version >= 264)
|
|
|
|
|
|
pipeline::M2Loader::loadSkin(skinData, outModel);
|
|
|
|
|
|
return outModel.isValid();
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
} // namespace core
|
|
|
|
|
|
} // namespace wowee
|