2026-02-02 12:24:50 -08:00
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#include "core/application.hpp"
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#include "core/coordinates.hpp"
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#include <unordered_set>
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2026-02-07 23:34:28 -08:00
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#include <cmath>
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2026-02-04 18:27:52 -08:00
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#include "core/spawn_presets.hpp"
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2026-02-02 12:24:50 -08:00
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#include "core/logger.hpp"
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#include "core/memory_monitor.hpp"
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#include "rendering/renderer.hpp"
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#include "audio/npc_voice_manager.hpp"
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#include "rendering/camera.hpp"
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#include "rendering/camera_controller.hpp"
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#include "rendering/terrain_renderer.hpp"
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#include "rendering/terrain_manager.hpp"
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#include "rendering/performance_hud.hpp"
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#include "rendering/water_renderer.hpp"
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#include "rendering/skybox.hpp"
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#include "rendering/celestial.hpp"
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#include "rendering/starfield.hpp"
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#include "rendering/clouds.hpp"
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#include "rendering/lens_flare.hpp"
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#include "rendering/weather.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 "rendering/minimap.hpp"
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#include "rendering/quest_marker_renderer.hpp"
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#include "rendering/loading_screen.hpp"
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#include "audio/music_manager.hpp"
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#include "audio/footstep_manager.hpp"
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#include "audio/activity_sound_manager.hpp"
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#include <imgui.h>
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#include "pipeline/m2_loader.hpp"
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#include "pipeline/wmo_loader.hpp"
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#include "pipeline/dbc_loader.hpp"
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#include "ui/ui_manager.hpp"
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#include "auth/auth_handler.hpp"
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#include "game/game_handler.hpp"
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#include "game/transport_manager.hpp"
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#include "game/world.hpp"
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#include "game/expansion_profile.hpp"
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#include "game/packet_parsers.hpp"
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#include "pipeline/asset_manager.hpp"
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#include "pipeline/dbc_layout.hpp"
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#include <SDL2/SDL.h>
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#include <GL/glew.h>
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#include <chrono>
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#include <cstdlib>
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#include <algorithm>
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#include <cctype>
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#include <cctype>
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#include <optional>
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#include <sstream>
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#include <set>
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#include <filesystem>
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namespace wowee {
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namespace core {
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2026-02-05 14:35:12 -08:00
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const char* Application::mapIdToName(uint32_t mapId) {
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switch (mapId) {
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case 0: return "Azeroth";
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case 1: return "Kalimdor";
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case 369: return "DeeprunTram";
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case 530: return "Outland";
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case 571: return "Northrend";
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default: return "";
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}
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}
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std::string Application::getPlayerModelPath() const {
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return game::getPlayerModelPath(playerRace_, playerGender_);
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}
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Application* Application::instance = nullptr;
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Application::Application() {
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instance = this;
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}
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Application::~Application() {
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shutdown();
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instance = nullptr;
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}
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bool Application::initialize() {
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LOG_INFO("Initializing Wowee Native Client");
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// Initialize memory monitoring for dynamic cache sizing
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core::MemoryMonitor::getInstance().initialize();
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// Create window
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WindowConfig windowConfig;
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windowConfig.title = "Wowee";
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windowConfig.width = 1280;
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windowConfig.height = 720;
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windowConfig.vsync = false;
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window = std::make_unique<Window>(windowConfig);
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if (!window->initialize()) {
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LOG_FATAL("Failed to initialize window");
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return false;
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}
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// Create renderer
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renderer = std::make_unique<rendering::Renderer>();
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if (!renderer->initialize(window.get())) {
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LOG_FATAL("Failed to initialize renderer");
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return false;
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}
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// Create UI manager
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uiManager = std::make_unique<ui::UIManager>();
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if (!uiManager->initialize(window.get())) {
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LOG_FATAL("Failed to initialize UI manager");
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return false;
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}
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// Create subsystems
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authHandler = std::make_unique<auth::AuthHandler>();
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gameHandler = std::make_unique<game::GameHandler>();
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world = std::make_unique<game::World>();
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2026-02-12 22:56:36 -08:00
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// Create and initialize expansion registry
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expansionRegistry_ = std::make_unique<game::ExpansionRegistry>();
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// Create DBC layout
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dbcLayout_ = std::make_unique<pipeline::DBCLayout>();
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// Create asset manager
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assetManager = std::make_unique<pipeline::AssetManager>();
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// Try to get WoW data path from environment variable
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const char* dataPathEnv = std::getenv("WOW_DATA_PATH");
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std::string dataPath = dataPathEnv ? dataPathEnv : "./Data";
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2026-02-12 22:56:36 -08:00
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// Scan for available expansion profiles
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expansionRegistry_->initialize(dataPath);
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// Load expansion-specific opcode table
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if (gameHandler && expansionRegistry_) {
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auto* profile = expansionRegistry_->getActive();
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if (profile) {
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std::string opcodesPath = profile->dataPath + "/opcodes.json";
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if (!gameHandler->getOpcodeTable().loadFromJson(opcodesPath)) {
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gameHandler->getOpcodeTable().loadWotlkDefaults();
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LOG_INFO("Using built-in WotLK opcode defaults");
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}
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game::setActiveOpcodeTable(&gameHandler->getOpcodeTable());
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// Load expansion-specific update field table
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std::string updateFieldsPath = profile->dataPath + "/update_fields.json";
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if (!gameHandler->getUpdateFieldTable().loadFromJson(updateFieldsPath)) {
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gameHandler->getUpdateFieldTable().loadWotlkDefaults();
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LOG_INFO("Using built-in WotLK update field defaults");
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}
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game::setActiveUpdateFieldTable(&gameHandler->getUpdateFieldTable());
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// Create expansion-specific packet parsers
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gameHandler->setPacketParsers(game::createPacketParsers(profile->id));
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// Load expansion-specific DBC layouts
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if (dbcLayout_) {
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std::string dbcLayoutsPath = profile->dataPath + "/dbc_layouts.json";
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if (!dbcLayout_->loadFromJson(dbcLayoutsPath)) {
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dbcLayout_->loadWotlkDefaults();
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LOG_INFO("Using built-in WotLK DBC layout defaults");
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}
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pipeline::setActiveDBCLayout(dbcLayout_.get());
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}
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}
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}
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// Try expansion-specific asset path first, fall back to base Data/
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std::string assetPath = dataPath;
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if (expansionRegistry_) {
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auto* profile = expansionRegistry_->getActive();
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if (profile && !profile->dataPath.empty()) {
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2026-02-13 00:10:01 -08:00
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// Enable expansion-specific CSV DBC lookup (Data/expansions/<id>/db/*.csv).
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assetManager->setExpansionDataPath(profile->dataPath);
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2026-02-12 22:56:36 -08:00
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std::string expansionManifest = profile->dataPath + "/manifest.json";
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if (std::filesystem::exists(expansionManifest)) {
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assetPath = profile->dataPath;
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LOG_INFO("Using expansion-specific asset path: ", assetPath);
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}
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}
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}
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LOG_INFO("Attempting to load WoW assets from: ", assetPath);
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if (assetManager->initialize(assetPath)) {
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LOG_INFO("Asset manager initialized successfully");
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2026-02-06 14:37:31 -08:00
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// Eagerly load creature display DBC lookups so first spawn doesn't stall
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buildCreatureDisplayLookups();
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2026-02-11 00:54:38 -08:00
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2026-02-12 14:55:27 -08:00
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// Ensure the main in-world CharacterRenderer can load textures immediately.
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// Previously this was only wired during terrain initialization, which meant early spawns
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// (before terrain load) would render with white fallback textures (notably hair).
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if (renderer && renderer->getCharacterRenderer()) {
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renderer->getCharacterRenderer()->setAssetManager(assetManager.get());
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}
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2026-02-14 20:20:43 -08:00
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// Load transport paths from TransportAnimation.dbc and TaxiPathNode.dbc
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2026-02-11 00:54:38 -08:00
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if (gameHandler && gameHandler->getTransportManager()) {
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gameHandler->getTransportManager()->loadTransportAnimationDBC(assetManager.get());
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2026-02-14 20:20:43 -08:00
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gameHandler->getTransportManager()->loadTaxiPathNodeDBC(assetManager.get());
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2026-02-11 00:54:38 -08:00
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}
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2026-02-12 22:56:36 -08:00
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2026-02-02 12:24:50 -08:00
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} else {
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LOG_WARNING("Failed to initialize asset manager - asset loading will be unavailable");
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LOG_WARNING("Set WOW_DATA_PATH environment variable to your WoW Data directory");
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}
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// Set up UI callbacks
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setupUICallbacks();
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LOG_INFO("Application initialized successfully");
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running = true;
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return true;
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}
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void Application::run() {
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LOG_INFO("Starting main loop");
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auto lastTime = std::chrono::high_resolution_clock::now();
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while (running && !window->shouldClose()) {
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// Calculate delta time
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auto currentTime = std::chrono::high_resolution_clock::now();
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std::chrono::duration<float> deltaTimeDuration = currentTime - lastTime;
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float deltaTime = deltaTimeDuration.count();
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lastTime = currentTime;
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// Cap delta time to prevent large jumps
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if (deltaTime > 0.1f) {
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deltaTime = 0.1f;
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}
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// Poll events
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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// Pass event to UI manager first
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if (uiManager) {
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uiManager->processEvent(event);
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}
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// Pass mouse events to camera controller (skip when UI has mouse focus)
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if (renderer && renderer->getCameraController() && !ImGui::GetIO().WantCaptureMouse) {
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if (event.type == SDL_MOUSEMOTION) {
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renderer->getCameraController()->processMouseMotion(event.motion);
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}
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else if (event.type == SDL_MOUSEBUTTONDOWN || event.type == SDL_MOUSEBUTTONUP) {
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renderer->getCameraController()->processMouseButton(event.button);
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}
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else if (event.type == SDL_MOUSEWHEEL) {
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renderer->getCameraController()->processMouseWheel(static_cast<float>(event.wheel.y));
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}
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}
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// Handle window events
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if (event.type == SDL_QUIT) {
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window->setShouldClose(true);
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}
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else if (event.type == SDL_WINDOWEVENT) {
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if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
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int newWidth = event.window.data1;
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int newHeight = event.window.data2;
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Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
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window->setSize(newWidth, newHeight);
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2026-02-02 12:24:50 -08:00
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glViewport(0, 0, newWidth, newHeight);
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if (renderer && renderer->getCamera()) {
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renderer->getCamera()->setAspectRatio(static_cast<float>(newWidth) / newHeight);
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}
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}
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}
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// Debug controls
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else if (event.type == SDL_KEYDOWN) {
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// Skip non-function-key input when UI (chat) has keyboard focus
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bool uiHasKeyboard = ImGui::GetIO().WantCaptureKeyboard;
|
|
|
|
|
auto sc = event.key.keysym.scancode;
|
|
|
|
|
bool isFKey = (sc >= SDL_SCANCODE_F1 && sc <= SDL_SCANCODE_F12);
|
|
|
|
|
if (uiHasKeyboard && !isFKey) {
|
|
|
|
|
continue; // Let ImGui handle the keystroke
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// F1: Toggle performance HUD
|
|
|
|
|
if (event.key.keysym.scancode == SDL_SCANCODE_F1) {
|
|
|
|
|
if (renderer && renderer->getPerformanceHUD()) {
|
|
|
|
|
renderer->getPerformanceHUD()->toggle();
|
|
|
|
|
bool enabled = renderer->getPerformanceHUD()->isEnabled();
|
|
|
|
|
LOG_INFO("Performance HUD: ", enabled ? "ON" : "OFF");
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-05 16:11:24 -08:00
|
|
|
// F4: Toggle shadows
|
|
|
|
|
else if (event.key.keysym.scancode == SDL_SCANCODE_F4) {
|
|
|
|
|
if (renderer) {
|
|
|
|
|
bool enabled = !renderer->areShadowsEnabled();
|
|
|
|
|
renderer->setShadowsEnabled(enabled);
|
|
|
|
|
LOG_INFO("Shadows: ", enabled ? "ON" : "OFF");
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Update input
|
|
|
|
|
Input::getInstance().update();
|
|
|
|
|
|
2026-02-05 17:20:30 -08:00
|
|
|
// Timing breakdown
|
|
|
|
|
static int frameCount = 0;
|
|
|
|
|
static double totalUpdateMs = 0, totalRenderMs = 0, totalSwapMs = 0;
|
|
|
|
|
auto t1 = std::chrono::steady_clock::now();
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
// Update application state
|
|
|
|
|
update(deltaTime);
|
2026-02-05 17:20:30 -08:00
|
|
|
auto t2 = std::chrono::steady_clock::now();
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
|
|
|
// Render
|
|
|
|
|
render();
|
2026-02-05 17:20:30 -08:00
|
|
|
auto t3 = std::chrono::steady_clock::now();
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
|
|
|
// Swap buffers
|
|
|
|
|
window->swapBuffers();
|
2026-02-05 17:20:30 -08:00
|
|
|
auto t4 = std::chrono::steady_clock::now();
|
|
|
|
|
|
|
|
|
|
totalUpdateMs += std::chrono::duration<double, std::milli>(t2 - t1).count();
|
|
|
|
|
totalRenderMs += std::chrono::duration<double, std::milli>(t3 - t2).count();
|
|
|
|
|
totalSwapMs += std::chrono::duration<double, std::milli>(t4 - t3).count();
|
|
|
|
|
|
|
|
|
|
if (++frameCount >= 60) {
|
|
|
|
|
printf("[Frame] Update: %.1f ms, Render: %.1f ms, Swap: %.1f ms\n",
|
|
|
|
|
totalUpdateMs / 60.0, totalRenderMs / 60.0, totalSwapMs / 60.0);
|
|
|
|
|
frameCount = 0;
|
|
|
|
|
totalUpdateMs = totalRenderMs = totalSwapMs = 0;
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Main loop ended");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Application::shutdown() {
|
|
|
|
|
LOG_INFO("Shutting down application");
|
|
|
|
|
|
2026-02-05 17:20:30 -08:00
|
|
|
// Save floor cache before renderer is destroyed
|
|
|
|
|
if (renderer && renderer->getWMORenderer()) {
|
2026-02-05 17:26:18 -08:00
|
|
|
size_t cacheSize = renderer->getWMORenderer()->getFloorCacheSize();
|
|
|
|
|
if (cacheSize > 0) {
|
|
|
|
|
LOG_INFO("Saving WMO floor cache (", cacheSize, " entries)...");
|
2026-02-05 17:35:17 -08:00
|
|
|
renderer->getWMORenderer()->saveFloorCache();
|
2026-02-05 17:26:18 -08:00
|
|
|
}
|
2026-02-05 17:20:30 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-04 16:07:28 -08:00
|
|
|
// Stop renderer first: terrain streaming workers may still be reading via
|
|
|
|
|
// AssetManager during shutdown, so renderer/terrain teardown must complete
|
|
|
|
|
// before AssetManager is destroyed.
|
|
|
|
|
renderer.reset();
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
world.reset();
|
|
|
|
|
gameHandler.reset();
|
|
|
|
|
authHandler.reset();
|
|
|
|
|
assetManager.reset();
|
|
|
|
|
uiManager.reset();
|
|
|
|
|
window.reset();
|
|
|
|
|
|
|
|
|
|
running = false;
|
|
|
|
|
LOG_INFO("Application shutdown complete");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Application::setState(AppState newState) {
|
|
|
|
|
if (state == newState) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_INFO("State transition: ", static_cast<int>(state), " -> ", static_cast<int>(newState));
|
|
|
|
|
state = newState;
|
|
|
|
|
|
|
|
|
|
// Handle state transitions
|
|
|
|
|
switch (newState) {
|
|
|
|
|
case AppState::AUTHENTICATION:
|
|
|
|
|
// Show auth screen
|
|
|
|
|
break;
|
|
|
|
|
case AppState::REALM_SELECTION:
|
|
|
|
|
// Show realm screen
|
|
|
|
|
break;
|
2026-02-05 14:13:48 -08:00
|
|
|
case AppState::CHARACTER_CREATION:
|
|
|
|
|
// Show character create screen
|
|
|
|
|
break;
|
2026-02-02 12:24:50 -08:00
|
|
|
case AppState::CHARACTER_SELECTION:
|
|
|
|
|
// Show character screen
|
2026-02-12 14:55:27 -08:00
|
|
|
if (uiManager && assetManager) {
|
|
|
|
|
uiManager->getCharacterScreen().setAssetManager(assetManager.get());
|
|
|
|
|
}
|
|
|
|
|
// Ensure no stale in-world player model leaks into the next login attempt.
|
|
|
|
|
// If we reuse a previously spawned instance without forcing a respawn, appearance (notably hair) can desync.
|
|
|
|
|
npcsSpawned = false;
|
|
|
|
|
playerCharacterSpawned = false;
|
|
|
|
|
weaponsSheathed_ = false;
|
|
|
|
|
wasAutoAttacking_ = false;
|
|
|
|
|
spawnedPlayerGuid_ = 0;
|
|
|
|
|
spawnedAppearanceBytes_ = 0;
|
|
|
|
|
spawnedFacialFeatures_ = 0;
|
|
|
|
|
if (renderer && renderer->getCharacterRenderer()) {
|
|
|
|
|
uint32_t oldInst = renderer->getCharacterInstanceId();
|
|
|
|
|
if (oldInst > 0) {
|
|
|
|
|
renderer->setCharacterFollow(0);
|
|
|
|
|
renderer->clearMount();
|
|
|
|
|
renderer->getCharacterRenderer()->removeInstance(oldInst);
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
break;
|
2026-02-08 03:05:38 -08:00
|
|
|
case AppState::IN_GAME: {
|
2026-02-02 12:24:50 -08:00
|
|
|
// Wire up movement opcodes from camera controller
|
|
|
|
|
if (renderer && renderer->getCameraController()) {
|
|
|
|
|
auto* cc = renderer->getCameraController();
|
|
|
|
|
cc->setMovementCallback([this](uint32_t opcode) {
|
2026-02-06 23:52:16 -08:00
|
|
|
if (gameHandler) {
|
2026-02-02 12:24:50 -08:00
|
|
|
gameHandler->sendMovement(static_cast<game::Opcode>(opcode));
|
|
|
|
|
}
|
|
|
|
|
});
|
2026-02-03 20:40:59 -08:00
|
|
|
// Keep player locomotion WoW-like in both single-player and online modes.
|
|
|
|
|
cc->setUseWoWSpeed(true);
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
2026-02-05 14:01:26 -08:00
|
|
|
if (gameHandler) {
|
|
|
|
|
gameHandler->setMeleeSwingCallback([this]() {
|
|
|
|
|
if (renderer) {
|
|
|
|
|
renderer->triggerMeleeSwing();
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
}
|
2026-02-09 23:05:23 -08:00
|
|
|
// Load quest marker models
|
|
|
|
|
loadQuestMarkerModels();
|
2026-02-02 12:24:50 -08:00
|
|
|
break;
|
2026-02-08 03:05:38 -08:00
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
case AppState::DISCONNECTED:
|
|
|
|
|
// Back to auth
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-13 16:53:28 -08:00
|
|
|
void Application::reloadExpansionData() {
|
|
|
|
|
if (!expansionRegistry_ || !gameHandler) return;
|
|
|
|
|
auto* profile = expansionRegistry_->getActive();
|
|
|
|
|
if (!profile) return;
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Reloading expansion data for: ", profile->name);
|
|
|
|
|
|
|
|
|
|
std::string opcodesPath = profile->dataPath + "/opcodes.json";
|
|
|
|
|
if (!gameHandler->getOpcodeTable().loadFromJson(opcodesPath)) {
|
|
|
|
|
gameHandler->getOpcodeTable().loadWotlkDefaults();
|
|
|
|
|
}
|
|
|
|
|
game::setActiveOpcodeTable(&gameHandler->getOpcodeTable());
|
|
|
|
|
|
|
|
|
|
std::string updateFieldsPath = profile->dataPath + "/update_fields.json";
|
|
|
|
|
if (!gameHandler->getUpdateFieldTable().loadFromJson(updateFieldsPath)) {
|
|
|
|
|
gameHandler->getUpdateFieldTable().loadWotlkDefaults();
|
|
|
|
|
}
|
|
|
|
|
game::setActiveUpdateFieldTable(&gameHandler->getUpdateFieldTable());
|
|
|
|
|
|
|
|
|
|
gameHandler->setPacketParsers(game::createPacketParsers(profile->id));
|
|
|
|
|
|
|
|
|
|
if (dbcLayout_) {
|
|
|
|
|
std::string dbcLayoutsPath = profile->dataPath + "/dbc_layouts.json";
|
|
|
|
|
if (!dbcLayout_->loadFromJson(dbcLayoutsPath)) {
|
|
|
|
|
dbcLayout_->loadWotlkDefaults();
|
|
|
|
|
}
|
|
|
|
|
pipeline::setActiveDBCLayout(dbcLayout_.get());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Update expansion data path for CSV DBC lookups and clear DBC cache
|
|
|
|
|
if (assetManager && !profile->dataPath.empty()) {
|
|
|
|
|
assetManager->setExpansionDataPath(profile->dataPath);
|
|
|
|
|
assetManager->clearDBCCache();
|
|
|
|
|
}
|
2026-02-14 00:00:26 -08:00
|
|
|
|
|
|
|
|
// Reset map name cache so it reloads from new expansion's Map.dbc
|
|
|
|
|
mapNameCacheLoaded_ = false;
|
|
|
|
|
mapNameById_.clear();
|
2026-02-14 19:27:35 -08:00
|
|
|
|
|
|
|
|
// Reset game handler DBC caches so they reload from new expansion data
|
|
|
|
|
if (gameHandler) {
|
|
|
|
|
gameHandler->resetDbcCaches();
|
|
|
|
|
}
|
2026-02-13 16:53:28 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-05 15:59:06 -08:00
|
|
|
void Application::logoutToLogin() {
|
|
|
|
|
LOG_INFO("Logout requested");
|
|
|
|
|
if (gameHandler) {
|
|
|
|
|
gameHandler->disconnect();
|
|
|
|
|
}
|
|
|
|
|
npcsSpawned = false;
|
2026-02-06 20:49:17 -08:00
|
|
|
playerCharacterSpawned = false;
|
2026-02-12 00:14:39 -08:00
|
|
|
weaponsSheathed_ = false;
|
2026-02-12 00:15:51 -08:00
|
|
|
wasAutoAttacking_ = false;
|
2026-02-05 15:59:06 -08:00
|
|
|
world.reset();
|
|
|
|
|
if (renderer) {
|
2026-02-06 20:49:17 -08:00
|
|
|
// Remove old player model so it doesn't persist into next session
|
|
|
|
|
if (auto* charRenderer = renderer->getCharacterRenderer()) {
|
|
|
|
|
charRenderer->removeInstance(1);
|
|
|
|
|
}
|
2026-02-05 15:59:06 -08:00
|
|
|
if (auto* music = renderer->getMusicManager()) {
|
|
|
|
|
music->stopMusic(0.0f);
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-14 19:24:31 -08:00
|
|
|
// Clear stale realm/character selection so switching servers starts fresh
|
|
|
|
|
if (uiManager) {
|
|
|
|
|
uiManager->getRealmScreen().reset();
|
|
|
|
|
uiManager->getCharacterScreen().reset();
|
|
|
|
|
}
|
2026-02-05 15:59:06 -08:00
|
|
|
setState(AppState::AUTHENTICATION);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
void Application::update(float deltaTime) {
|
|
|
|
|
// Update based on current state
|
|
|
|
|
switch (state) {
|
|
|
|
|
case AppState::AUTHENTICATION:
|
|
|
|
|
if (authHandler) {
|
|
|
|
|
authHandler->update(deltaTime);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case AppState::REALM_SELECTION:
|
2026-02-05 13:59:33 -08:00
|
|
|
if (authHandler) {
|
|
|
|
|
authHandler->update(deltaTime);
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
break;
|
|
|
|
|
|
2026-02-05 14:13:48 -08:00
|
|
|
case AppState::CHARACTER_CREATION:
|
2026-02-05 14:18:41 -08:00
|
|
|
if (gameHandler) {
|
|
|
|
|
gameHandler->update(deltaTime);
|
|
|
|
|
}
|
2026-02-05 14:55:42 -08:00
|
|
|
if (uiManager) {
|
|
|
|
|
uiManager->getCharacterCreateScreen().update(deltaTime);
|
|
|
|
|
}
|
2026-02-05 14:13:48 -08:00
|
|
|
break;
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
case AppState::CHARACTER_SELECTION:
|
2026-02-05 14:18:41 -08:00
|
|
|
if (gameHandler) {
|
|
|
|
|
gameHandler->update(deltaTime);
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
break;
|
|
|
|
|
|
2026-02-08 03:05:38 -08:00
|
|
|
case AppState::IN_GAME: {
|
2026-02-10 19:30:45 -08:00
|
|
|
// Application update profiling
|
|
|
|
|
static int appProfileCounter = 0;
|
|
|
|
|
static float ghTime = 0.0f, worldTime = 0.0f, spawnTime = 0.0f;
|
|
|
|
|
static float creatureQTime = 0.0f, goQTime = 0.0f, mountTime = 0.0f;
|
|
|
|
|
static float npcMgrTime = 0.0f, questMarkTime = 0.0f, syncTime = 0.0f;
|
|
|
|
|
|
|
|
|
|
auto gh1 = std::chrono::high_resolution_clock::now();
|
2026-02-02 12:24:50 -08:00
|
|
|
if (gameHandler) {
|
|
|
|
|
gameHandler->update(deltaTime);
|
|
|
|
|
}
|
2026-02-10 19:30:45 -08:00
|
|
|
auto gh2 = std::chrono::high_resolution_clock::now();
|
|
|
|
|
ghTime += std::chrono::duration<float, std::milli>(gh2 - gh1).count();
|
|
|
|
|
|
2026-02-12 00:15:51 -08:00
|
|
|
// Always unsheath on combat engage.
|
|
|
|
|
if (gameHandler) {
|
|
|
|
|
const bool autoAttacking = gameHandler->isAutoAttacking();
|
|
|
|
|
if (autoAttacking && !wasAutoAttacking_ && weaponsSheathed_) {
|
|
|
|
|
weaponsSheathed_ = false;
|
|
|
|
|
loadEquippedWeapons();
|
|
|
|
|
}
|
|
|
|
|
wasAutoAttacking_ = autoAttacking;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-12 00:14:39 -08:00
|
|
|
// Toggle weapon sheathe state with Z (ignored while UI captures keyboard).
|
|
|
|
|
{
|
|
|
|
|
const bool uiWantsKeyboard = ImGui::GetIO().WantCaptureKeyboard;
|
|
|
|
|
auto& input = Input::getInstance();
|
|
|
|
|
if (!uiWantsKeyboard && input.isKeyJustPressed(SDL_SCANCODE_Z)) {
|
|
|
|
|
weaponsSheathed_ = !weaponsSheathed_;
|
|
|
|
|
loadEquippedWeapons();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-10 19:30:45 -08:00
|
|
|
auto w1 = std::chrono::high_resolution_clock::now();
|
2026-02-02 12:24:50 -08:00
|
|
|
if (world) {
|
|
|
|
|
world->update(deltaTime);
|
|
|
|
|
}
|
2026-02-10 19:30:45 -08:00
|
|
|
auto w2 = std::chrono::high_resolution_clock::now();
|
|
|
|
|
worldTime += std::chrono::duration<float, std::milli>(w2 - w1).count();
|
|
|
|
|
|
|
|
|
|
auto cq1 = std::chrono::high_resolution_clock::now();
|
2026-02-13 19:40:54 -08:00
|
|
|
processPlayerSpawnQueue();
|
2026-02-06 13:47:03 -08:00
|
|
|
// Process deferred online creature spawns (throttled)
|
|
|
|
|
processCreatureSpawnQueue();
|
2026-02-16 00:51:59 -08:00
|
|
|
// Process deferred equipment compositing (max 1 per frame to avoid stutter)
|
|
|
|
|
processDeferredEquipmentQueue();
|
2026-02-10 19:30:45 -08:00
|
|
|
auto cq2 = std::chrono::high_resolution_clock::now();
|
|
|
|
|
creatureQTime += std::chrono::duration<float, std::milli>(cq2 - cq1).count();
|
|
|
|
|
|
2026-02-11 21:14:35 -08:00
|
|
|
// Self-heal missing creature visuals: if a nearby UNIT exists in
|
|
|
|
|
// entity state but has no render instance, queue a spawn retry.
|
|
|
|
|
if (gameHandler) {
|
|
|
|
|
static float creatureResyncTimer = 0.0f;
|
|
|
|
|
creatureResyncTimer += deltaTime;
|
|
|
|
|
if (creatureResyncTimer >= 1.0f) {
|
|
|
|
|
creatureResyncTimer = 0.0f;
|
|
|
|
|
|
|
|
|
|
glm::vec3 playerPos(0.0f);
|
|
|
|
|
bool havePlayerPos = false;
|
|
|
|
|
uint64_t playerGuid = gameHandler->getPlayerGuid();
|
|
|
|
|
if (auto playerEntity = gameHandler->getEntityManager().getEntity(playerGuid)) {
|
|
|
|
|
playerPos = glm::vec3(playerEntity->getX(), playerEntity->getY(), playerEntity->getZ());
|
|
|
|
|
havePlayerPos = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const float kResyncRadiusSq = 260.0f * 260.0f;
|
|
|
|
|
for (const auto& pair : gameHandler->getEntityManager().getEntities()) {
|
|
|
|
|
uint64_t guid = pair.first;
|
|
|
|
|
const auto& entity = pair.second;
|
|
|
|
|
if (!entity || guid == playerGuid) continue;
|
|
|
|
|
if (entity->getType() != game::ObjectType::UNIT) continue;
|
|
|
|
|
auto unit = std::dynamic_pointer_cast<game::Unit>(entity);
|
|
|
|
|
if (!unit || unit->getDisplayId() == 0) continue;
|
|
|
|
|
if (creatureInstances_.count(guid) || pendingCreatureSpawnGuids_.count(guid)) continue;
|
|
|
|
|
|
|
|
|
|
if (havePlayerPos) {
|
|
|
|
|
glm::vec3 pos(unit->getX(), unit->getY(), unit->getZ());
|
|
|
|
|
glm::vec3 delta = pos - playerPos;
|
|
|
|
|
float distSq = glm::dot(delta, delta);
|
|
|
|
|
if (distSq > kResyncRadiusSq) continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PendingCreatureSpawn retrySpawn{};
|
|
|
|
|
retrySpawn.guid = guid;
|
|
|
|
|
retrySpawn.displayId = unit->getDisplayId();
|
|
|
|
|
retrySpawn.x = unit->getX();
|
|
|
|
|
retrySpawn.y = unit->getY();
|
|
|
|
|
retrySpawn.z = unit->getZ();
|
|
|
|
|
retrySpawn.orientation = unit->getOrientation();
|
|
|
|
|
pendingCreatureSpawns_.push_back(retrySpawn);
|
|
|
|
|
pendingCreatureSpawnGuids_.insert(guid);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-10 19:30:45 -08:00
|
|
|
auto goq1 = std::chrono::high_resolution_clock::now();
|
2026-02-07 19:44:03 -08:00
|
|
|
processGameObjectSpawnQueue();
|
2026-02-10 19:30:45 -08:00
|
|
|
auto goq2 = std::chrono::high_resolution_clock::now();
|
|
|
|
|
goQTime += std::chrono::duration<float, std::milli>(goq2 - goq1).count();
|
|
|
|
|
|
|
|
|
|
auto m1 = std::chrono::high_resolution_clock::now();
|
2026-02-07 18:33:14 -08:00
|
|
|
processPendingMount();
|
2026-02-10 19:30:45 -08:00
|
|
|
auto m2 = std::chrono::high_resolution_clock::now();
|
|
|
|
|
mountTime += std::chrono::duration<float, std::milli>(m2 - m1).count();
|
|
|
|
|
|
|
|
|
|
auto nm1 = std::chrono::high_resolution_clock::now();
|
|
|
|
|
auto nm2 = std::chrono::high_resolution_clock::now();
|
|
|
|
|
npcMgrTime += std::chrono::duration<float, std::milli>(nm2 - nm1).count();
|
2026-02-02 12:24:50 -08:00
|
|
|
|
2026-02-10 19:30:45 -08:00
|
|
|
auto qm1 = std::chrono::high_resolution_clock::now();
|
2026-02-09 23:05:23 -08:00
|
|
|
// Update 3D quest markers above NPCs
|
|
|
|
|
updateQuestMarkers();
|
2026-02-10 19:30:45 -08:00
|
|
|
auto qm2 = std::chrono::high_resolution_clock::now();
|
|
|
|
|
questMarkTime += std::chrono::duration<float, std::milli>(qm2 - qm1).count();
|
|
|
|
|
|
|
|
|
|
auto sync1 = std::chrono::high_resolution_clock::now();
|
2026-02-09 23:05:23 -08:00
|
|
|
|
2026-02-07 17:59:40 -08:00
|
|
|
// Sync server run speed to camera controller
|
|
|
|
|
if (renderer && gameHandler && renderer->getCameraController()) {
|
|
|
|
|
renderer->getCameraController()->setRunSpeedOverride(gameHandler->getServerRunSpeed());
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-11 21:14:35 -08:00
|
|
|
bool onTaxi = gameHandler &&
|
|
|
|
|
(gameHandler->isOnTaxiFlight() ||
|
|
|
|
|
gameHandler->isTaxiMountActive() ||
|
|
|
|
|
gameHandler->isTaxiActivationPending());
|
2026-02-12 00:04:53 -08:00
|
|
|
bool onTransportNow = gameHandler && gameHandler->isOnTransport();
|
2026-02-11 21:14:35 -08:00
|
|
|
if (worldEntryMovementGraceTimer_ > 0.0f) {
|
|
|
|
|
worldEntryMovementGraceTimer_ -= deltaTime;
|
|
|
|
|
}
|
2026-02-08 03:05:38 -08:00
|
|
|
if (renderer && renderer->getCameraController()) {
|
2026-02-12 00:04:53 -08:00
|
|
|
const bool externallyDrivenMotion = onTaxi || onTransportNow;
|
Fix mount sounds, grey WMO meshes, taxi landing, tree animations, and classic dismount
- Per-family mount sounds (kodo, tallstrider, mechanostrider, etc.) detected from M2 model path
- Skip WMO groups with SHOW_SKYBOX flag or all-untextured batches (grey mesh in Orgrimmar)
- Freeze physics during taxi landing until terrain loads to prevent falling through void
- Disable bone animations on tropical vegetation (palm, bamboo, banana, etc.) to fix wiggling
- Snap player to final taxi waypoint on flight completion
- Extract mount aura spell ID from classic UNIT_FIELD_AURAS for CMSG_CANCEL_AURA dismount
- Increase /unstuck forward nudge to 5 units
2026-02-14 21:04:20 -08:00
|
|
|
// Keep physics frozen (externalFollow) during landing clamp when terrain
|
|
|
|
|
// hasn't loaded yet — prevents gravity from pulling player through void.
|
|
|
|
|
bool landingClampActive = !onTaxi && taxiLandingClampTimer_ > 0.0f &&
|
|
|
|
|
worldEntryMovementGraceTimer_ <= 0.0f &&
|
|
|
|
|
!gameHandler->isMounted();
|
|
|
|
|
renderer->getCameraController()->setExternalFollow(externallyDrivenMotion || landingClampActive);
|
2026-02-12 00:04:53 -08:00
|
|
|
renderer->getCameraController()->setExternalMoving(externallyDrivenMotion);
|
|
|
|
|
if (externallyDrivenMotion) {
|
2026-02-11 19:28:15 -08:00
|
|
|
// Drop any stale local movement toggles while server drives taxi motion.
|
|
|
|
|
renderer->getCameraController()->clearMovementInputs();
|
2026-02-11 21:14:35 -08:00
|
|
|
taxiLandingClampTimer_ = 0.0f;
|
2026-02-11 19:28:15 -08:00
|
|
|
}
|
2026-02-08 03:05:38 -08:00
|
|
|
if (lastTaxiFlight_ && !onTaxi) {
|
|
|
|
|
renderer->getCameraController()->clearMovementInputs();
|
Fix mount sounds, grey WMO meshes, taxi landing, tree animations, and classic dismount
- Per-family mount sounds (kodo, tallstrider, mechanostrider, etc.) detected from M2 model path
- Skip WMO groups with SHOW_SKYBOX flag or all-untextured batches (grey mesh in Orgrimmar)
- Freeze physics during taxi landing until terrain loads to prevent falling through void
- Disable bone animations on tropical vegetation (palm, bamboo, banana, etc.) to fix wiggling
- Snap player to final taxi waypoint on flight completion
- Extract mount aura spell ID from classic UNIT_FIELD_AURAS for CMSG_CANCEL_AURA dismount
- Increase /unstuck forward nudge to 5 units
2026-02-14 21:04:20 -08:00
|
|
|
// Keep clamping until terrain loads at landing position.
|
|
|
|
|
// Timer only counts down once a valid floor is found.
|
|
|
|
|
taxiLandingClampTimer_ = 2.0f;
|
2026-02-11 21:14:35 -08:00
|
|
|
}
|
Fix mount sounds, grey WMO meshes, taxi landing, tree animations, and classic dismount
- Per-family mount sounds (kodo, tallstrider, mechanostrider, etc.) detected from M2 model path
- Skip WMO groups with SHOW_SKYBOX flag or all-untextured batches (grey mesh in Orgrimmar)
- Freeze physics during taxi landing until terrain loads to prevent falling through void
- Disable bone animations on tropical vegetation (palm, bamboo, banana, etc.) to fix wiggling
- Snap player to final taxi waypoint on flight completion
- Extract mount aura spell ID from classic UNIT_FIELD_AURAS for CMSG_CANCEL_AURA dismount
- Increase /unstuck forward nudge to 5 units
2026-02-14 21:04:20 -08:00
|
|
|
if (landingClampActive) {
|
2026-02-11 21:14:35 -08:00
|
|
|
if (renderer && gameHandler) {
|
|
|
|
|
glm::vec3 p = renderer->getCharacterPosition();
|
|
|
|
|
std::optional<float> terrainFloor;
|
|
|
|
|
std::optional<float> wmoFloor;
|
|
|
|
|
std::optional<float> m2Floor;
|
|
|
|
|
if (renderer->getTerrainManager()) {
|
|
|
|
|
terrainFloor = renderer->getTerrainManager()->getHeightAt(p.x, p.y);
|
|
|
|
|
}
|
|
|
|
|
if (renderer->getWMORenderer()) {
|
|
|
|
|
// Probe from above so we can recover when current Z is already below floor.
|
|
|
|
|
wmoFloor = renderer->getWMORenderer()->getFloorHeight(p.x, p.y, p.z + 40.0f);
|
|
|
|
|
}
|
|
|
|
|
if (renderer->getM2Renderer()) {
|
|
|
|
|
// Include M2 floors (bridges/platforms) in landing recovery.
|
|
|
|
|
m2Floor = renderer->getM2Renderer()->getFloorHeight(p.x, p.y, p.z + 40.0f);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::optional<float> targetFloor;
|
|
|
|
|
if (terrainFloor) targetFloor = terrainFloor;
|
|
|
|
|
if (wmoFloor && (!targetFloor || *wmoFloor > *targetFloor)) targetFloor = wmoFloor;
|
|
|
|
|
if (m2Floor && (!targetFloor || *m2Floor > *targetFloor)) targetFloor = m2Floor;
|
|
|
|
|
|
|
|
|
|
if (targetFloor) {
|
Fix mount sounds, grey WMO meshes, taxi landing, tree animations, and classic dismount
- Per-family mount sounds (kodo, tallstrider, mechanostrider, etc.) detected from M2 model path
- Skip WMO groups with SHOW_SKYBOX flag or all-untextured batches (grey mesh in Orgrimmar)
- Freeze physics during taxi landing until terrain loads to prevent falling through void
- Disable bone animations on tropical vegetation (palm, bamboo, banana, etc.) to fix wiggling
- Snap player to final taxi waypoint on flight completion
- Extract mount aura spell ID from classic UNIT_FIELD_AURAS for CMSG_CANCEL_AURA dismount
- Increase /unstuck forward nudge to 5 units
2026-02-14 21:04:20 -08:00
|
|
|
// Floor found — snap player to it and start countdown to release
|
2026-02-11 21:14:35 -08:00
|
|
|
float targetZ = *targetFloor + 0.10f;
|
Fix mount sounds, grey WMO meshes, taxi landing, tree animations, and classic dismount
- Per-family mount sounds (kodo, tallstrider, mechanostrider, etc.) detected from M2 model path
- Skip WMO groups with SHOW_SKYBOX flag or all-untextured batches (grey mesh in Orgrimmar)
- Freeze physics during taxi landing until terrain loads to prevent falling through void
- Disable bone animations on tropical vegetation (palm, bamboo, banana, etc.) to fix wiggling
- Snap player to final taxi waypoint on flight completion
- Extract mount aura spell ID from classic UNIT_FIELD_AURAS for CMSG_CANCEL_AURA dismount
- Increase /unstuck forward nudge to 5 units
2026-02-14 21:04:20 -08:00
|
|
|
if (std::abs(p.z - targetZ) > 0.05f) {
|
2026-02-11 21:14:35 -08:00
|
|
|
p.z = targetZ;
|
|
|
|
|
renderer->getCharacterPosition() = p;
|
|
|
|
|
glm::vec3 canonical = core::coords::renderToCanonical(p);
|
|
|
|
|
gameHandler->setPosition(canonical.x, canonical.y, canonical.z);
|
|
|
|
|
gameHandler->sendMovement(game::Opcode::CMSG_MOVE_HEARTBEAT);
|
|
|
|
|
}
|
Fix mount sounds, grey WMO meshes, taxi landing, tree animations, and classic dismount
- Per-family mount sounds (kodo, tallstrider, mechanostrider, etc.) detected from M2 model path
- Skip WMO groups with SHOW_SKYBOX flag or all-untextured batches (grey mesh in Orgrimmar)
- Freeze physics during taxi landing until terrain loads to prevent falling through void
- Disable bone animations on tropical vegetation (palm, bamboo, banana, etc.) to fix wiggling
- Snap player to final taxi waypoint on flight completion
- Extract mount aura spell ID from classic UNIT_FIELD_AURAS for CMSG_CANCEL_AURA dismount
- Increase /unstuck forward nudge to 5 units
2026-02-14 21:04:20 -08:00
|
|
|
taxiLandingClampTimer_ -= deltaTime;
|
2026-02-11 21:14:35 -08:00
|
|
|
}
|
Fix mount sounds, grey WMO meshes, taxi landing, tree animations, and classic dismount
- Per-family mount sounds (kodo, tallstrider, mechanostrider, etc.) detected from M2 model path
- Skip WMO groups with SHOW_SKYBOX flag or all-untextured batches (grey mesh in Orgrimmar)
- Freeze physics during taxi landing until terrain loads to prevent falling through void
- Disable bone animations on tropical vegetation (palm, bamboo, banana, etc.) to fix wiggling
- Snap player to final taxi waypoint on flight completion
- Extract mount aura spell ID from classic UNIT_FIELD_AURAS for CMSG_CANCEL_AURA dismount
- Increase /unstuck forward nudge to 5 units
2026-02-14 21:04:20 -08:00
|
|
|
// No floor found: don't decrement timer, keep player frozen until terrain loads
|
2026-02-11 21:14:35 -08:00
|
|
|
}
|
2026-02-08 03:05:38 -08:00
|
|
|
}
|
2026-02-08 03:39:02 -08:00
|
|
|
bool idleOrbit = renderer->getCameraController()->isIdleOrbit();
|
|
|
|
|
if (idleOrbit && !idleYawned_ && renderer) {
|
|
|
|
|
renderer->playEmote("yawn");
|
|
|
|
|
idleYawned_ = true;
|
|
|
|
|
} else if (!idleOrbit) {
|
|
|
|
|
idleYawned_ = false;
|
|
|
|
|
}
|
2026-02-08 03:05:38 -08:00
|
|
|
}
|
|
|
|
|
if (renderer) {
|
|
|
|
|
renderer->setTaxiFlight(onTaxi);
|
|
|
|
|
}
|
|
|
|
|
if (renderer && renderer->getTerrainManager()) {
|
|
|
|
|
renderer->getTerrainManager()->setStreamingEnabled(true);
|
2026-02-11 22:27:02 -08:00
|
|
|
// Keep taxi streaming responsive so flight paths don't outrun terrain/model uploads.
|
|
|
|
|
renderer->getTerrainManager()->setUpdateInterval(onTaxi ? 0.1f : 0.1f);
|
|
|
|
|
renderer->getTerrainManager()->setLoadRadius(onTaxi ? 3 : 4);
|
|
|
|
|
renderer->getTerrainManager()->setUnloadRadius(onTaxi ? 6 : 7);
|
2026-02-11 19:28:15 -08:00
|
|
|
renderer->getTerrainManager()->setTaxiStreamingMode(onTaxi);
|
2026-02-08 03:05:38 -08:00
|
|
|
}
|
|
|
|
|
lastTaxiFlight_ = onTaxi;
|
2026-02-02 12:24:50 -08:00
|
|
|
|
2026-02-08 03:05:38 -08:00
|
|
|
// Sync character render position ↔ canonical WoW coords each frame
|
|
|
|
|
if (renderer && gameHandler) {
|
2026-02-10 21:29:10 -08:00
|
|
|
bool onTransport = gameHandler->isOnTransport();
|
|
|
|
|
|
2026-02-11 00:54:38 -08:00
|
|
|
// Debug: Log transport state changes
|
|
|
|
|
static bool wasOnTransport = false;
|
|
|
|
|
if (onTransport != wasOnTransport) {
|
|
|
|
|
LOG_INFO("Transport state changed: onTransport=", onTransport,
|
|
|
|
|
" guid=0x", std::hex, gameHandler->getPlayerTransportGuid(), std::dec);
|
|
|
|
|
wasOnTransport = onTransport;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-08 03:05:38 -08:00
|
|
|
if (onTaxi) {
|
|
|
|
|
auto playerEntity = gameHandler->getEntityManager().getEntity(gameHandler->getPlayerGuid());
|
2026-02-11 21:14:35 -08:00
|
|
|
glm::vec3 canonical(0.0f);
|
|
|
|
|
bool haveCanonical = false;
|
2026-02-08 03:05:38 -08:00
|
|
|
if (playerEntity) {
|
2026-02-11 21:14:35 -08:00
|
|
|
canonical = glm::vec3(playerEntity->getX(), playerEntity->getY(), playerEntity->getZ());
|
|
|
|
|
haveCanonical = true;
|
|
|
|
|
} else {
|
|
|
|
|
// Fallback for brief entity gaps during taxi start/updates:
|
|
|
|
|
// movementInfo is still updated by client taxi simulation.
|
|
|
|
|
const auto& move = gameHandler->getMovementInfo();
|
|
|
|
|
canonical = glm::vec3(move.x, move.y, move.z);
|
|
|
|
|
haveCanonical = true;
|
|
|
|
|
}
|
|
|
|
|
if (haveCanonical) {
|
2026-02-08 03:05:38 -08:00
|
|
|
glm::vec3 renderPos = core::coords::canonicalToRender(canonical);
|
|
|
|
|
renderer->getCharacterPosition() = renderPos;
|
2026-02-11 21:14:35 -08:00
|
|
|
if (renderer->getCameraController()) {
|
|
|
|
|
glm::vec3* followTarget = renderer->getCameraController()->getFollowTargetMutable();
|
|
|
|
|
if (followTarget) {
|
|
|
|
|
*followTarget = renderPos;
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-08 03:05:38 -08:00
|
|
|
}
|
2026-02-10 21:29:10 -08:00
|
|
|
} else if (onTransport) {
|
|
|
|
|
// Transport mode: compose world position from transport transform + local offset
|
|
|
|
|
glm::vec3 canonical = gameHandler->getComposedWorldPosition();
|
|
|
|
|
glm::vec3 renderPos = core::coords::canonicalToRender(canonical);
|
|
|
|
|
renderer->getCharacterPosition() = renderPos;
|
2026-02-12 00:04:53 -08:00
|
|
|
// Keep movementInfo in lockstep with composed transport world position.
|
|
|
|
|
gameHandler->setPosition(canonical.x, canonical.y, canonical.z);
|
2026-02-10 21:29:10 -08:00
|
|
|
// Update camera follow target
|
|
|
|
|
if (renderer->getCameraController()) {
|
|
|
|
|
glm::vec3* followTarget = renderer->getCameraController()->getFollowTargetMutable();
|
|
|
|
|
if (followTarget) {
|
|
|
|
|
*followTarget = renderPos;
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-08 03:05:38 -08:00
|
|
|
} else {
|
|
|
|
|
glm::vec3 renderPos = renderer->getCharacterPosition();
|
|
|
|
|
glm::vec3 canonical = core::coords::renderToCanonical(renderPos);
|
|
|
|
|
gameHandler->setPosition(canonical.x, canonical.y, canonical.z);
|
|
|
|
|
|
|
|
|
|
// Sync orientation: camera yaw (degrees) → WoW orientation (radians)
|
|
|
|
|
float yawDeg = renderer->getCharacterYaw();
|
2026-02-12 15:08:21 -08:00
|
|
|
// Keep all game-side orientation in canonical space.
|
|
|
|
|
// We historically sent serverYaw = radians(yawDeg - 90). With the new
|
|
|
|
|
// canonical<->server mapping (serverYaw = PI/2 - canonicalYaw), the
|
|
|
|
|
// equivalent canonical yaw is radians(180 - yawDeg).
|
|
|
|
|
float canonicalYaw = core::coords::normalizeAngleRad(glm::radians(180.0f - yawDeg));
|
|
|
|
|
gameHandler->setOrientation(canonicalYaw);
|
2026-02-08 03:05:38 -08:00
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-11 22:27:02 -08:00
|
|
|
// Movement heartbeat is sent from GameHandler::update() to avoid
|
|
|
|
|
// duplicate packets from multiple update loops.
|
2026-02-10 19:30:45 -08:00
|
|
|
|
|
|
|
|
auto sync2 = std::chrono::high_resolution_clock::now();
|
|
|
|
|
syncTime += std::chrono::duration<float, std::milli>(sync2 - sync1).count();
|
|
|
|
|
|
|
|
|
|
// Log profiling every 60 frames
|
|
|
|
|
if (++appProfileCounter >= 60) {
|
2026-02-11 21:14:35 -08:00
|
|
|
LOG_DEBUG("APP UPDATE PROFILE (60 frames): gameHandler=", ghTime / 60.0f,
|
2026-02-10 19:30:45 -08:00
|
|
|
"ms world=", worldTime / 60.0f, "ms spawn=", spawnTime / 60.0f,
|
|
|
|
|
"ms creatureQ=", creatureQTime / 60.0f, "ms goQ=", goQTime / 60.0f,
|
|
|
|
|
"ms mount=", mountTime / 60.0f, "ms npcMgr=", npcMgrTime / 60.0f,
|
|
|
|
|
"ms questMark=", questMarkTime / 60.0f, "ms sync=", syncTime / 60.0f, "ms");
|
|
|
|
|
appProfileCounter = 0;
|
|
|
|
|
ghTime = worldTime = spawnTime = 0.0f;
|
|
|
|
|
creatureQTime = goQTime = mountTime = 0.0f;
|
|
|
|
|
npcMgrTime = questMarkTime = syncTime = 0.0f;
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
break;
|
2026-02-08 03:05:38 -08:00
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
|
|
|
case AppState::DISCONNECTED:
|
|
|
|
|
// Handle disconnection
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
// Update renderer (camera, etc.) only when in-game
|
2026-02-10 19:30:45 -08:00
|
|
|
static int rendererProfileCounter = 0;
|
|
|
|
|
static float rendererTime = 0.0f, uiTime = 0.0f;
|
|
|
|
|
|
|
|
|
|
auto r1 = std::chrono::high_resolution_clock::now();
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
if (renderer && state == AppState::IN_GAME) {
|
2026-02-02 12:24:50 -08:00
|
|
|
renderer->update(deltaTime);
|
|
|
|
|
}
|
2026-02-10 19:30:45 -08:00
|
|
|
auto r2 = std::chrono::high_resolution_clock::now();
|
|
|
|
|
rendererTime += std::chrono::duration<float, std::milli>(r2 - r1).count();
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
|
|
|
// Update UI
|
2026-02-10 19:30:45 -08:00
|
|
|
auto u1 = std::chrono::high_resolution_clock::now();
|
2026-02-02 12:24:50 -08:00
|
|
|
if (uiManager) {
|
|
|
|
|
uiManager->update(deltaTime);
|
|
|
|
|
}
|
2026-02-10 19:30:45 -08:00
|
|
|
auto u2 = std::chrono::high_resolution_clock::now();
|
|
|
|
|
uiTime += std::chrono::duration<float, std::milli>(u2 - u1).count();
|
|
|
|
|
|
|
|
|
|
if (state == AppState::IN_GAME && ++rendererProfileCounter >= 60) {
|
2026-02-11 21:14:35 -08:00
|
|
|
LOG_DEBUG("RENDERER/UI PROFILE (60 frames): renderer=", rendererTime / 60.0f,
|
2026-02-10 19:30:45 -08:00
|
|
|
"ms ui=", uiTime / 60.0f, "ms");
|
|
|
|
|
rendererProfileCounter = 0;
|
|
|
|
|
rendererTime = uiTime = 0.0f;
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Application::render() {
|
|
|
|
|
if (!renderer) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
renderer->beginFrame();
|
|
|
|
|
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
// Only render 3D world when in-game (after server connect or single-player)
|
|
|
|
|
if (state == AppState::IN_GAME) {
|
|
|
|
|
if (world) {
|
2026-02-10 19:30:45 -08:00
|
|
|
renderer->renderWorld(world.get(), gameHandler.get());
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
} else {
|
2026-02-10 19:30:45 -08:00
|
|
|
renderer->renderWorld(nullptr, gameHandler.get());
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Render performance HUD (within ImGui frame, before UI ends the frame)
|
|
|
|
|
if (renderer) {
|
|
|
|
|
renderer->renderHUD();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Render UI on top (ends ImGui frame with ImGui::Render())
|
|
|
|
|
if (uiManager) {
|
|
|
|
|
uiManager->render(state, authHandler.get(), gameHandler.get());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
renderer->endFrame();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Application::setupUICallbacks() {
|
|
|
|
|
// Authentication screen callback
|
|
|
|
|
uiManager->getAuthScreen().setOnSuccess([this]() {
|
|
|
|
|
LOG_INFO("Authentication successful, transitioning to realm selection");
|
|
|
|
|
setState(AppState::REALM_SELECTION);
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
// Realm selection callback
|
|
|
|
|
uiManager->getRealmScreen().setOnRealmSelected([this](const std::string& realmName, const std::string& realmAddress) {
|
|
|
|
|
LOG_INFO("Realm selected: ", realmName, " (", realmAddress, ")");
|
|
|
|
|
|
|
|
|
|
// Parse realm address (format: "hostname:port")
|
|
|
|
|
std::string host = realmAddress;
|
|
|
|
|
uint16_t port = 8085; // Default world server port
|
|
|
|
|
|
|
|
|
|
size_t colonPos = realmAddress.find(':');
|
|
|
|
|
if (colonPos != std::string::npos) {
|
|
|
|
|
host = realmAddress.substr(0, colonPos);
|
|
|
|
|
port = static_cast<uint16_t>(std::stoi(realmAddress.substr(colonPos + 1)));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Connect to world server
|
|
|
|
|
const auto& sessionKey = authHandler->getSessionKey();
|
2026-02-05 18:18:15 -08:00
|
|
|
std::string accountName = authHandler->getUsername();
|
|
|
|
|
if (accountName.empty()) {
|
|
|
|
|
LOG_WARNING("Auth username missing; falling back to TESTACCOUNT");
|
|
|
|
|
accountName = "TESTACCOUNT";
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
|
2026-02-13 01:51:49 -08:00
|
|
|
uint32_t realmId = 0;
|
|
|
|
|
{
|
|
|
|
|
// WotLK AUTH_SESSION includes a RealmID field; some servers reject if it's wrong/zero.
|
|
|
|
|
const auto& realms = authHandler->getRealms();
|
|
|
|
|
for (const auto& r : realms) {
|
|
|
|
|
if (r.name == realmName && r.address == realmAddress) {
|
|
|
|
|
realmId = r.id;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
LOG_INFO("Selected realmId=", realmId);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-12 22:56:36 -08:00
|
|
|
uint32_t clientBuild = 12340; // default WotLK
|
|
|
|
|
if (expansionRegistry_) {
|
|
|
|
|
auto* profile = expansionRegistry_->getActive();
|
2026-02-13 16:53:28 -08:00
|
|
|
if (profile) clientBuild = profile->worldBuild;
|
2026-02-12 22:56:36 -08:00
|
|
|
}
|
2026-02-13 01:51:49 -08:00
|
|
|
if (gameHandler->connect(host, port, sessionKey, accountName, clientBuild, realmId)) {
|
2026-02-02 12:24:50 -08:00
|
|
|
LOG_INFO("Connected to world server, transitioning to character selection");
|
|
|
|
|
setState(AppState::CHARACTER_SELECTION);
|
|
|
|
|
} else {
|
|
|
|
|
LOG_ERROR("Failed to connect to world server");
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
// Character selection callback
|
|
|
|
|
uiManager->getCharacterScreen().setOnCharacterSelected([this](uint64_t characterGuid) {
|
|
|
|
|
LOG_INFO("Character selected: GUID=0x", std::hex, characterGuid, std::dec);
|
2026-02-05 22:47:21 -08:00
|
|
|
// Always set the active character GUID
|
|
|
|
|
if (gameHandler) {
|
|
|
|
|
gameHandler->setActiveCharacterGuid(characterGuid);
|
|
|
|
|
}
|
2026-02-06 23:52:16 -08:00
|
|
|
// Online mode - login will be handled by world entry callback
|
|
|
|
|
setState(AppState::IN_GAME);
|
2026-02-05 14:13:48 -08:00
|
|
|
});
|
|
|
|
|
|
|
|
|
|
// Character create screen callbacks
|
|
|
|
|
uiManager->getCharacterCreateScreen().setOnCreate([this](const game::CharCreateData& data) {
|
2026-02-09 22:51:13 -08:00
|
|
|
pendingCreatedCharacterName_ = data.name; // Store name for auto-selection
|
2026-02-05 14:13:48 -08:00
|
|
|
gameHandler->createCharacter(data);
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
uiManager->getCharacterCreateScreen().setOnCancel([this]() {
|
2026-02-06 23:52:16 -08:00
|
|
|
setState(AppState::CHARACTER_SELECTION);
|
2026-02-05 14:13:48 -08:00
|
|
|
});
|
|
|
|
|
|
|
|
|
|
// Character create result callback
|
|
|
|
|
gameHandler->setCharCreateCallback([this](bool success, const std::string& msg) {
|
|
|
|
|
if (success) {
|
2026-02-09 22:51:13 -08:00
|
|
|
// Auto-select the newly created character
|
|
|
|
|
if (!pendingCreatedCharacterName_.empty()) {
|
|
|
|
|
uiManager->getCharacterScreen().selectCharacterByName(pendingCreatedCharacterName_);
|
|
|
|
|
pendingCreatedCharacterName_.clear();
|
|
|
|
|
}
|
2026-02-06 23:52:16 -08:00
|
|
|
setState(AppState::CHARACTER_SELECTION);
|
2026-02-05 14:13:48 -08:00
|
|
|
} else {
|
|
|
|
|
uiManager->getCharacterCreateScreen().setStatus(msg, true);
|
2026-02-09 22:51:13 -08:00
|
|
|
pendingCreatedCharacterName_.clear();
|
2026-02-05 14:13:48 -08:00
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
2026-02-05 21:28:21 -08:00
|
|
|
// World entry callback (online mode) - load terrain when entering world
|
|
|
|
|
gameHandler->setWorldEntryCallback([this](uint32_t mapId, float x, float y, float z) {
|
|
|
|
|
LOG_INFO("Online world entry: mapId=", mapId, " pos=(", x, ", ", y, ", ", z, ")");
|
2026-02-11 21:14:35 -08:00
|
|
|
worldEntryMovementGraceTimer_ = 2.0f;
|
|
|
|
|
taxiLandingClampTimer_ = 0.0f;
|
|
|
|
|
lastTaxiFlight_ = false;
|
2026-02-05 21:28:21 -08:00
|
|
|
loadOnlineWorldTerrain(mapId, x, y, z);
|
|
|
|
|
});
|
|
|
|
|
|
2026-02-11 21:14:35 -08:00
|
|
|
auto sampleBestFloorAt = [this](float x, float y, float probeZ) -> std::optional<float> {
|
|
|
|
|
std::optional<float> terrainFloor;
|
|
|
|
|
std::optional<float> wmoFloor;
|
|
|
|
|
std::optional<float> m2Floor;
|
|
|
|
|
|
|
|
|
|
if (renderer && renderer->getTerrainManager()) {
|
|
|
|
|
terrainFloor = renderer->getTerrainManager()->getHeightAt(x, y);
|
|
|
|
|
}
|
|
|
|
|
if (renderer && renderer->getWMORenderer()) {
|
|
|
|
|
wmoFloor = renderer->getWMORenderer()->getFloorHeight(x, y, probeZ);
|
|
|
|
|
}
|
|
|
|
|
if (renderer && renderer->getM2Renderer()) {
|
|
|
|
|
m2Floor = renderer->getM2Renderer()->getFloorHeight(x, y, probeZ);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::optional<float> best;
|
|
|
|
|
if (terrainFloor) best = terrainFloor;
|
|
|
|
|
if (wmoFloor && (!best || *wmoFloor > *best)) best = wmoFloor;
|
|
|
|
|
if (m2Floor && (!best || *m2Floor > *best)) best = m2Floor;
|
|
|
|
|
return best;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
auto clearStuckMovement = [this]() {
|
|
|
|
|
if (renderer && renderer->getCameraController()) {
|
|
|
|
|
renderer->getCameraController()->clearMovementInputs();
|
|
|
|
|
}
|
|
|
|
|
if (gameHandler) {
|
|
|
|
|
gameHandler->forceClearTaxiAndMovementState();
|
|
|
|
|
gameHandler->sendMovement(game::Opcode::CMSG_MOVE_STOP);
|
|
|
|
|
gameHandler->sendMovement(game::Opcode::CMSG_MOVE_STOP_STRAFE);
|
|
|
|
|
gameHandler->sendMovement(game::Opcode::CMSG_MOVE_STOP_TURN);
|
|
|
|
|
gameHandler->sendMovement(game::Opcode::CMSG_MOVE_STOP_SWIM);
|
|
|
|
|
gameHandler->sendMovement(game::Opcode::CMSG_MOVE_HEARTBEAT);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
auto syncTeleportedPositionToServer = [this](const glm::vec3& renderPos) {
|
|
|
|
|
if (!gameHandler) return;
|
|
|
|
|
glm::vec3 canonical = core::coords::renderToCanonical(renderPos);
|
|
|
|
|
gameHandler->setPosition(canonical.x, canonical.y, canonical.z);
|
|
|
|
|
gameHandler->sendMovement(game::Opcode::CMSG_MOVE_STOP);
|
|
|
|
|
gameHandler->sendMovement(game::Opcode::CMSG_MOVE_STOP_STRAFE);
|
|
|
|
|
gameHandler->sendMovement(game::Opcode::CMSG_MOVE_STOP_TURN);
|
|
|
|
|
gameHandler->sendMovement(game::Opcode::CMSG_MOVE_HEARTBEAT);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
auto forceServerTeleportCommand = [this](const glm::vec3& renderPos) {
|
|
|
|
|
if (!gameHandler) return;
|
|
|
|
|
// Server-authoritative reset first, then teleport.
|
|
|
|
|
gameHandler->sendChatMessage(game::ChatType::SAY, ".revive", "");
|
|
|
|
|
gameHandler->sendChatMessage(game::ChatType::SAY, ".dismount", "");
|
|
|
|
|
|
|
|
|
|
glm::vec3 canonical = core::coords::renderToCanonical(renderPos);
|
|
|
|
|
glm::vec3 serverPos = core::coords::canonicalToServer(canonical);
|
|
|
|
|
std::ostringstream cmd;
|
|
|
|
|
cmd.setf(std::ios::fixed);
|
|
|
|
|
cmd.precision(3);
|
|
|
|
|
cmd << ".go xyz "
|
|
|
|
|
<< serverPos.x << " "
|
|
|
|
|
<< serverPos.y << " "
|
|
|
|
|
<< serverPos.z << " "
|
|
|
|
|
<< gameHandler->getCurrentMapId() << " "
|
|
|
|
|
<< gameHandler->getMovementInfo().orientation;
|
|
|
|
|
gameHandler->sendChatMessage(game::ChatType::SAY, cmd.str(), "");
|
|
|
|
|
};
|
|
|
|
|
|
2026-02-14 21:15:28 -08:00
|
|
|
// /unstuck — nudge player forward and snap to floor at destination.
|
2026-02-11 21:14:35 -08:00
|
|
|
gameHandler->setUnstuckCallback([this, sampleBestFloorAt, clearStuckMovement, syncTeleportedPositionToServer, forceServerTeleportCommand]() {
|
2026-02-07 16:59:20 -08:00
|
|
|
if (!renderer || !renderer->getCameraController()) return;
|
2026-02-11 21:14:35 -08:00
|
|
|
worldEntryMovementGraceTimer_ = std::max(worldEntryMovementGraceTimer_, 1.5f);
|
|
|
|
|
taxiLandingClampTimer_ = 0.0f;
|
|
|
|
|
lastTaxiFlight_ = false;
|
|
|
|
|
clearStuckMovement();
|
2026-02-07 16:59:20 -08:00
|
|
|
auto* cc = renderer->getCameraController();
|
|
|
|
|
auto* ft = cc->getFollowTargetMutable();
|
|
|
|
|
if (!ft) return;
|
2026-02-11 21:14:35 -08:00
|
|
|
|
2026-02-08 15:32:04 -08:00
|
|
|
glm::vec3 pos = *ft;
|
2026-02-14 21:15:28 -08:00
|
|
|
|
|
|
|
|
// Always nudge forward first to escape stuck geometry (M2 models, collision seams).
|
|
|
|
|
if (gameHandler) {
|
|
|
|
|
float renderYaw = gameHandler->getMovementInfo().orientation + glm::radians(90.0f);
|
|
|
|
|
pos.x += std::cos(renderYaw) * 5.0f;
|
|
|
|
|
pos.y += std::sin(renderYaw) * 5.0f;
|
2026-02-11 21:14:35 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-14 21:15:28 -08:00
|
|
|
// Sample floor at the DESTINATION position (after nudge).
|
2026-02-11 21:14:35 -08:00
|
|
|
if (auto floor = sampleBestFloorAt(pos.x, pos.y, pos.z + 60.0f)) {
|
|
|
|
|
pos.z = *floor + 0.2f;
|
|
|
|
|
} else {
|
|
|
|
|
pos.z += 20.0f;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-08 15:32:04 -08:00
|
|
|
cc->teleportTo(pos);
|
2026-02-11 21:14:35 -08:00
|
|
|
syncTeleportedPositionToServer(pos);
|
|
|
|
|
forceServerTeleportCommand(pos);
|
|
|
|
|
clearStuckMovement();
|
2026-02-14 21:15:28 -08:00
|
|
|
LOG_INFO("Unstuck: nudged forward and snapped to floor");
|
2026-02-07 16:59:20 -08:00
|
|
|
});
|
|
|
|
|
|
2026-02-11 21:14:35 -08:00
|
|
|
// /unstuckgy — stronger recovery: safe/home position, then sampled floor fallback.
|
|
|
|
|
gameHandler->setUnstuckGyCallback([this, sampleBestFloorAt, clearStuckMovement, syncTeleportedPositionToServer, forceServerTeleportCommand]() {
|
2026-02-08 15:32:04 -08:00
|
|
|
if (!renderer || !renderer->getCameraController()) return;
|
2026-02-11 21:14:35 -08:00
|
|
|
worldEntryMovementGraceTimer_ = std::max(worldEntryMovementGraceTimer_, 1.5f);
|
|
|
|
|
taxiLandingClampTimer_ = 0.0f;
|
|
|
|
|
lastTaxiFlight_ = false;
|
|
|
|
|
clearStuckMovement();
|
2026-02-08 03:24:12 -08:00
|
|
|
auto* cc = renderer->getCameraController();
|
|
|
|
|
auto* ft = cc->getFollowTargetMutable();
|
|
|
|
|
if (!ft) return;
|
|
|
|
|
|
2026-02-08 15:32:04 -08:00
|
|
|
// Try last safe position first (nearby, terrain already loaded)
|
|
|
|
|
if (cc->hasLastSafePosition()) {
|
|
|
|
|
glm::vec3 safePos = cc->getLastSafePosition();
|
|
|
|
|
safePos.z += 5.0f;
|
|
|
|
|
cc->teleportTo(safePos);
|
2026-02-11 21:14:35 -08:00
|
|
|
syncTeleportedPositionToServer(safePos);
|
|
|
|
|
forceServerTeleportCommand(safePos);
|
|
|
|
|
clearStuckMovement();
|
2026-02-08 15:32:04 -08:00
|
|
|
LOG_INFO("Unstuck: teleported to last safe position");
|
|
|
|
|
return;
|
2026-02-08 03:24:12 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-11 21:14:35 -08:00
|
|
|
uint32_t bindMap = 0;
|
|
|
|
|
glm::vec3 bindPos(0.0f);
|
|
|
|
|
if (gameHandler && gameHandler->getHomeBind(bindMap, bindPos) &&
|
|
|
|
|
bindMap == gameHandler->getCurrentMapId()) {
|
|
|
|
|
bindPos.z += 2.0f;
|
|
|
|
|
cc->teleportTo(bindPos);
|
|
|
|
|
syncTeleportedPositionToServer(bindPos);
|
|
|
|
|
forceServerTeleportCommand(bindPos);
|
|
|
|
|
clearStuckMovement();
|
|
|
|
|
LOG_INFO("Unstuck: teleported to home bind position");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// No safe/bind position — try current XY with a high floor probe.
|
2026-02-08 15:32:04 -08:00
|
|
|
glm::vec3 pos = *ft;
|
2026-02-11 21:14:35 -08:00
|
|
|
if (auto floor = sampleBestFloorAt(pos.x, pos.y, pos.z + 120.0f)) {
|
|
|
|
|
pos.z = *floor + 0.5f;
|
|
|
|
|
cc->teleportTo(pos);
|
|
|
|
|
syncTeleportedPositionToServer(pos);
|
|
|
|
|
forceServerTeleportCommand(pos);
|
|
|
|
|
clearStuckMovement();
|
|
|
|
|
LOG_INFO("Unstuck: teleported to sampled floor");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Last fallback: high snap to clear deeply bad geometry.
|
|
|
|
|
pos.z += 60.0f;
|
2026-02-08 15:32:04 -08:00
|
|
|
cc->teleportTo(pos);
|
2026-02-11 21:14:35 -08:00
|
|
|
syncTeleportedPositionToServer(pos);
|
|
|
|
|
forceServerTeleportCommand(pos);
|
|
|
|
|
clearStuckMovement();
|
|
|
|
|
LOG_INFO("Unstuck: high fallback snap");
|
2026-02-08 03:24:12 -08:00
|
|
|
});
|
|
|
|
|
|
2026-02-08 15:32:04 -08:00
|
|
|
// Auto-unstuck: falling for > 5 seconds = void fall, teleport to map entry
|
|
|
|
|
if (renderer->getCameraController()) {
|
|
|
|
|
renderer->getCameraController()->setAutoUnstuckCallback([this]() {
|
|
|
|
|
if (!renderer || !renderer->getCameraController()) return;
|
|
|
|
|
auto* cc = renderer->getCameraController();
|
|
|
|
|
|
|
|
|
|
// Last resort: teleport to map entry point (terrain guaranteed loaded here)
|
|
|
|
|
glm::vec3 spawnPos = cc->getDefaultPosition();
|
|
|
|
|
spawnPos.z += 5.0f;
|
|
|
|
|
cc->teleportTo(spawnPos);
|
|
|
|
|
LOG_INFO("Auto-unstuck: teleported to map entry point");
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Bind point update (innkeeper) — position stored in gameHandler->getHomeBind()
|
2026-02-08 03:32:00 -08:00
|
|
|
gameHandler->setBindPointCallback([this](uint32_t mapId, float x, float y, float z) {
|
|
|
|
|
LOG_INFO("Bindpoint set: mapId=", mapId, " pos=(", x, ", ", y, ", ", z, ")");
|
|
|
|
|
});
|
|
|
|
|
|
2026-02-06 17:27:20 -08:00
|
|
|
// Faction hostility map is built in buildFactionHostilityMap() when character enters world
|
2026-02-06 14:24:38 -08:00
|
|
|
|
2026-02-05 21:55:52 -08:00
|
|
|
// Creature spawn callback (online mode) - spawn creature models
|
|
|
|
|
gameHandler->setCreatureSpawnCallback([this](uint64_t guid, uint32_t displayId, float x, float y, float z, float orientation) {
|
2026-02-11 18:25:04 -08:00
|
|
|
// Queue spawns to avoid hanging when many creatures appear at once.
|
|
|
|
|
// Deduplicate so repeated updates don't flood pending queue.
|
|
|
|
|
if (creatureInstances_.count(guid)) return;
|
|
|
|
|
if (pendingCreatureSpawnGuids_.count(guid)) return;
|
2026-02-06 13:47:03 -08:00
|
|
|
pendingCreatureSpawns_.push_back({guid, displayId, x, y, z, orientation});
|
2026-02-11 18:25:04 -08:00
|
|
|
pendingCreatureSpawnGuids_.insert(guid);
|
2026-02-05 21:55:52 -08:00
|
|
|
});
|
|
|
|
|
|
2026-02-13 19:40:54 -08:00
|
|
|
// Player spawn callback (online mode) - spawn player models with correct textures
|
|
|
|
|
gameHandler->setPlayerSpawnCallback([this](uint64_t guid,
|
|
|
|
|
uint32_t /*displayId*/,
|
|
|
|
|
uint8_t raceId,
|
|
|
|
|
uint8_t genderId,
|
|
|
|
|
uint32_t appearanceBytes,
|
|
|
|
|
uint8_t facialFeatures,
|
|
|
|
|
float x, float y, float z, float orientation) {
|
2026-02-15 20:53:01 -08:00
|
|
|
// Skip local player — already spawned as the main character
|
|
|
|
|
uint64_t localGuid = gameHandler ? gameHandler->getPlayerGuid() : 0;
|
|
|
|
|
uint64_t activeGuid = gameHandler ? gameHandler->getActiveCharacterGuid() : 0;
|
|
|
|
|
if ((localGuid != 0 && guid == localGuid) ||
|
|
|
|
|
(activeGuid != 0 && guid == activeGuid) ||
|
|
|
|
|
(spawnedPlayerGuid_ != 0 && guid == spawnedPlayerGuid_)) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
2026-02-13 19:40:54 -08:00
|
|
|
if (playerInstances_.count(guid)) return;
|
|
|
|
|
if (pendingPlayerSpawnGuids_.count(guid)) return;
|
|
|
|
|
pendingPlayerSpawns_.push_back({guid, raceId, genderId, appearanceBytes, facialFeatures, x, y, z, orientation});
|
|
|
|
|
pendingPlayerSpawnGuids_.insert(guid);
|
|
|
|
|
});
|
|
|
|
|
|
2026-02-13 20:10:19 -08:00
|
|
|
// Online player equipment callback - apply armor geosets/skin overlays per player instance.
|
|
|
|
|
gameHandler->setPlayerEquipmentCallback([this](uint64_t guid,
|
|
|
|
|
const std::array<uint32_t, 19>& displayInfoIds,
|
|
|
|
|
const std::array<uint8_t, 19>& inventoryTypes) {
|
2026-02-16 00:51:59 -08:00
|
|
|
// Queue equipment compositing instead of doing it immediately —
|
|
|
|
|
// compositeWithRegions is expensive (file I/O + CPU blit + GPU upload)
|
|
|
|
|
// and causes frame stutters if multiple players update at once.
|
|
|
|
|
deferredEquipmentQueue_.push_back({guid, {displayInfoIds, inventoryTypes}});
|
2026-02-13 20:10:19 -08:00
|
|
|
});
|
|
|
|
|
|
2026-02-05 21:55:52 -08:00
|
|
|
// Creature despawn callback (online mode) - remove creature models
|
|
|
|
|
gameHandler->setCreatureDespawnCallback([this](uint64_t guid) {
|
|
|
|
|
despawnOnlineCreature(guid);
|
|
|
|
|
});
|
|
|
|
|
|
2026-02-13 19:40:54 -08:00
|
|
|
gameHandler->setPlayerDespawnCallback([this](uint64_t guid) {
|
|
|
|
|
despawnOnlinePlayer(guid);
|
|
|
|
|
});
|
|
|
|
|
|
2026-02-07 19:44:03 -08:00
|
|
|
// GameObject spawn callback (online mode) - spawn static models (mailboxes, etc.)
|
2026-02-11 00:54:38 -08:00
|
|
|
gameHandler->setGameObjectSpawnCallback([this](uint64_t guid, uint32_t entry, uint32_t displayId, float x, float y, float z, float orientation) {
|
|
|
|
|
pendingGameObjectSpawns_.push_back({guid, entry, displayId, x, y, z, orientation});
|
2026-02-07 19:44:03 -08:00
|
|
|
});
|
|
|
|
|
|
|
|
|
|
// GameObject despawn callback (online mode) - remove static models
|
|
|
|
|
gameHandler->setGameObjectDespawnCallback([this](uint64_t guid) {
|
|
|
|
|
despawnOnlineGameObject(guid);
|
|
|
|
|
});
|
|
|
|
|
|
2026-02-07 18:33:14 -08:00
|
|
|
// Mount callback (online mode) - defer heavy model load to next frame
|
2026-02-07 17:59:40 -08:00
|
|
|
gameHandler->setMountCallback([this](uint32_t mountDisplayId) {
|
|
|
|
|
if (mountDisplayId == 0) {
|
2026-02-07 18:33:14 -08:00
|
|
|
// Dismount is instant (no loading needed)
|
|
|
|
|
if (renderer && renderer->getCharacterRenderer() && mountInstanceId_ != 0) {
|
|
|
|
|
renderer->getCharacterRenderer()->removeInstance(mountInstanceId_);
|
2026-02-07 17:59:40 -08:00
|
|
|
mountInstanceId_ = 0;
|
|
|
|
|
}
|
|
|
|
|
mountModelId_ = 0;
|
2026-02-07 18:33:14 -08:00
|
|
|
pendingMountDisplayId_ = 0;
|
|
|
|
|
if (renderer) renderer->clearMount();
|
2026-02-07 17:59:40 -08:00
|
|
|
LOG_INFO("Dismounted");
|
|
|
|
|
return;
|
|
|
|
|
}
|
2026-02-07 18:33:14 -08:00
|
|
|
// Queue the mount for processing in the next update() frame
|
|
|
|
|
pendingMountDisplayId_ = mountDisplayId;
|
2026-02-07 17:59:40 -08:00
|
|
|
});
|
|
|
|
|
|
2026-02-08 21:32:38 -08:00
|
|
|
// Taxi precache callback - preload terrain tiles along flight path
|
|
|
|
|
gameHandler->setTaxiPrecacheCallback([this](const std::vector<glm::vec3>& path) {
|
|
|
|
|
if (!renderer || !renderer->getTerrainManager()) return;
|
|
|
|
|
|
|
|
|
|
std::set<std::pair<int, int>> uniqueTiles;
|
|
|
|
|
|
2026-02-11 19:28:15 -08:00
|
|
|
// Sample waypoints along path and gather tiles.
|
2026-02-11 22:27:02 -08:00
|
|
|
// Denser sampling + neighbor coverage reduces in-flight stream spikes.
|
|
|
|
|
const size_t stride = 2;
|
2026-02-11 19:28:15 -08:00
|
|
|
for (size_t i = 0; i < path.size(); i += stride) {
|
|
|
|
|
const auto& waypoint = path[i];
|
2026-02-08 21:32:38 -08:00
|
|
|
glm::vec3 renderPos = core::coords::canonicalToRender(waypoint);
|
|
|
|
|
int tileX = static_cast<int>(32 - (renderPos.x / 533.33333f));
|
|
|
|
|
int tileY = static_cast<int>(32 - (renderPos.y / 533.33333f));
|
|
|
|
|
|
2026-02-11 19:28:15 -08:00
|
|
|
if (tileX >= 0 && tileX <= 63 && tileY >= 0 && tileY <= 63) {
|
2026-02-11 22:27:02 -08:00
|
|
|
for (int dx = -1; dx <= 1; ++dx) {
|
|
|
|
|
for (int dy = -1; dy <= 1; ++dy) {
|
|
|
|
|
int nx = tileX + dx;
|
|
|
|
|
int ny = tileY + dy;
|
|
|
|
|
if (nx >= 0 && nx <= 63 && ny >= 0 && ny <= 63) {
|
|
|
|
|
uniqueTiles.insert({nx, ny});
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-11 19:28:15 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// Ensure final destination tile is included.
|
|
|
|
|
if (!path.empty()) {
|
|
|
|
|
glm::vec3 renderPos = core::coords::canonicalToRender(path.back());
|
|
|
|
|
int tileX = static_cast<int>(32 - (renderPos.x / 533.33333f));
|
|
|
|
|
int tileY = static_cast<int>(32 - (renderPos.y / 533.33333f));
|
|
|
|
|
if (tileX >= 0 && tileX <= 63 && tileY >= 0 && tileY <= 63) {
|
2026-02-11 22:27:02 -08:00
|
|
|
for (int dx = -1; dx <= 1; ++dx) {
|
|
|
|
|
for (int dy = -1; dy <= 1; ++dy) {
|
|
|
|
|
int nx = tileX + dx;
|
|
|
|
|
int ny = tileY + dy;
|
|
|
|
|
if (nx >= 0 && nx <= 63 && ny >= 0 && ny <= 63) {
|
|
|
|
|
uniqueTiles.insert({nx, ny});
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-08 21:32:38 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::vector<std::pair<int, int>> tilesToLoad(uniqueTiles.begin(), uniqueTiles.end());
|
2026-02-11 22:27:02 -08:00
|
|
|
if (tilesToLoad.size() > 512) {
|
|
|
|
|
tilesToLoad.resize(512);
|
|
|
|
|
}
|
2026-02-08 21:32:38 -08:00
|
|
|
LOG_INFO("Precaching ", tilesToLoad.size(), " tiles for taxi route");
|
|
|
|
|
renderer->getTerrainManager()->precacheTiles(tilesToLoad);
|
|
|
|
|
});
|
|
|
|
|
|
2026-02-08 22:00:33 -08:00
|
|
|
// Taxi orientation callback - update mount rotation during flight
|
2026-02-08 22:05:38 -08:00
|
|
|
gameHandler->setTaxiOrientationCallback([this](float yaw, float pitch, float roll) {
|
2026-02-08 22:00:33 -08:00
|
|
|
if (renderer && renderer->getCameraController()) {
|
2026-02-11 19:28:15 -08:00
|
|
|
// Taxi callback now provides render-space yaw directly.
|
2026-02-08 22:05:38 -08:00
|
|
|
float yawDegrees = glm::degrees(yaw);
|
2026-02-08 22:00:33 -08:00
|
|
|
renderer->getCameraController()->setFacingYaw(yawDegrees);
|
2026-02-11 19:28:15 -08:00
|
|
|
renderer->setCharacterYaw(yawDegrees);
|
2026-02-08 22:05:38 -08:00
|
|
|
// Set mount pitch and roll for realistic flight animation
|
|
|
|
|
renderer->setMountPitchRoll(pitch, roll);
|
2026-02-08 22:00:33 -08:00
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
2026-02-11 19:28:15 -08:00
|
|
|
// Taxi flight start callback - keep non-blocking to avoid hitching at takeoff.
|
2026-02-08 22:00:33 -08:00
|
|
|
gameHandler->setTaxiFlightStartCallback([this]() {
|
2026-02-08 22:08:42 -08:00
|
|
|
if (renderer && renderer->getTerrainManager() && renderer->getM2Renderer()) {
|
2026-02-11 19:28:15 -08:00
|
|
|
LOG_INFO("Taxi flight start: incremental terrain/M2 streaming active");
|
2026-02-08 22:08:42 -08:00
|
|
|
uint32_t m2Count = renderer->getM2Renderer()->getModelCount();
|
|
|
|
|
uint32_t instCount = renderer->getM2Renderer()->getInstanceCount();
|
2026-02-11 19:28:15 -08:00
|
|
|
LOG_INFO("Current M2 VRAM state: ", m2Count, " models (", instCount, " instances)");
|
2026-02-08 22:00:33 -08:00
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
2026-02-06 13:47:03 -08:00
|
|
|
// Creature move callback (online mode) - update creature positions
|
|
|
|
|
gameHandler->setCreatureMoveCallback([this](uint64_t guid, float x, float y, float z, uint32_t durationMs) {
|
2026-02-13 19:40:54 -08:00
|
|
|
if (!renderer || !renderer->getCharacterRenderer()) return;
|
|
|
|
|
uint32_t instanceId = 0;
|
|
|
|
|
auto pit = playerInstances_.find(guid);
|
|
|
|
|
if (pit != playerInstances_.end()) instanceId = pit->second;
|
|
|
|
|
else {
|
|
|
|
|
auto it = creatureInstances_.find(guid);
|
|
|
|
|
if (it != creatureInstances_.end()) instanceId = it->second;
|
|
|
|
|
}
|
|
|
|
|
if (instanceId != 0) {
|
2026-02-06 13:47:03 -08:00
|
|
|
glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z));
|
|
|
|
|
float durationSec = static_cast<float>(durationMs) / 1000.0f;
|
2026-02-13 19:40:54 -08:00
|
|
|
renderer->getCharacterRenderer()->moveInstanceTo(instanceId, renderPos, durationSec);
|
2026-02-06 13:47:03 -08:00
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
2026-02-12 00:04:53 -08:00
|
|
|
gameHandler->setGameObjectMoveCallback([this](uint64_t guid, float x, float y, float z, float orientation) {
|
|
|
|
|
auto it = gameObjectInstances_.find(guid);
|
|
|
|
|
if (it == gameObjectInstances_.end() || !renderer) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z));
|
|
|
|
|
auto& info = it->second;
|
|
|
|
|
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);
|
|
|
|
|
transform = glm::rotate(transform, orientation, glm::vec3(0, 0, 1));
|
|
|
|
|
mr->setInstanceTransform(info.instanceId, transform);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
2026-02-11 00:54:38 -08:00
|
|
|
// Transport spawn callback (online mode) - register transports with TransportManager
|
|
|
|
|
gameHandler->setTransportSpawnCallback([this](uint64_t guid, uint32_t entry, uint32_t displayId, float x, float y, float z, float orientation) {
|
|
|
|
|
auto* transportManager = gameHandler->getTransportManager();
|
|
|
|
|
if (!transportManager || !renderer) return;
|
|
|
|
|
|
|
|
|
|
// Get the WMO instance ID from the GameObject spawn
|
2026-02-08 00:59:40 -08:00
|
|
|
auto it = gameObjectInstances_.find(guid);
|
2026-02-11 00:54:38 -08:00
|
|
|
if (it == gameObjectInstances_.end()) {
|
|
|
|
|
LOG_WARNING("Transport spawn callback: GameObject instance not found for GUID 0x", std::hex, guid, std::dec);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uint32_t wmoInstanceId = it->second.instanceId;
|
|
|
|
|
LOG_INFO("Registering server transport: GUID=0x", std::hex, guid, std::dec,
|
|
|
|
|
" entry=", entry, " displayId=", displayId, " wmoInstance=", wmoInstanceId,
|
|
|
|
|
" pos=(", x, ", ", y, ", ", z, ")");
|
|
|
|
|
|
|
|
|
|
// TransportAnimation.dbc is indexed by GameObject entry
|
|
|
|
|
uint32_t pathId = entry;
|
2026-02-12 00:04:53 -08:00
|
|
|
const bool preferServerData = gameHandler && gameHandler->hasServerTransportUpdate(guid);
|
2026-02-11 00:54:38 -08:00
|
|
|
|
|
|
|
|
bool clientAnim = transportManager->isClientSideAnimation();
|
|
|
|
|
LOG_INFO("Transport spawn callback: clientAnimation=", clientAnim,
|
2026-02-12 00:04:53 -08:00
|
|
|
" guid=0x", std::hex, guid, std::dec, " entry=", entry, " pathId=", pathId,
|
|
|
|
|
" preferServer=", preferServerData);
|
2026-02-11 00:54:38 -08:00
|
|
|
|
|
|
|
|
// Coordinates are already canonical (converted in game_handler.cpp when entity was created)
|
|
|
|
|
glm::vec3 canonicalSpawnPos(x, y, z);
|
|
|
|
|
|
2026-02-11 15:24:05 -08:00
|
|
|
// Check if we have a real path from TransportAnimation.dbc (indexed by entry).
|
|
|
|
|
// AzerothCore transport entries are not always 1:1 with DBC path ids.
|
2026-02-11 17:30:57 -08:00
|
|
|
const bool shipOrZeppelinDisplay =
|
|
|
|
|
(displayId == 3015 || displayId == 3031 || displayId == 7546 ||
|
|
|
|
|
displayId == 7446 || displayId == 1587 || displayId == 2454 ||
|
2026-02-12 15:11:23 -08:00
|
|
|
displayId == 807 || displayId == 808);
|
2026-02-11 17:30:57 -08:00
|
|
|
bool hasUsablePath = transportManager->hasPathForEntry(entry);
|
|
|
|
|
if (shipOrZeppelinDisplay) {
|
|
|
|
|
// For true transports, reject tiny XY tracks that effectively look stationary.
|
|
|
|
|
hasUsablePath = transportManager->hasUsableMovingPathForEntry(entry, 25.0f);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-12 00:04:53 -08:00
|
|
|
if (preferServerData) {
|
2026-02-12 02:27:59 -08:00
|
|
|
// Strict server-authoritative mode: do not infer/remap fallback routes.
|
2026-02-12 00:04:53 -08:00
|
|
|
if (!hasUsablePath) {
|
2026-02-12 02:27:59 -08:00
|
|
|
std::vector<glm::vec3> path = { canonicalSpawnPos };
|
|
|
|
|
transportManager->loadPathFromNodes(pathId, path, false, 0.0f);
|
|
|
|
|
LOG_INFO("Server-first strict registration: stationary fallback for GUID 0x",
|
|
|
|
|
std::hex, guid, std::dec, " entry=", entry);
|
2026-02-12 00:04:53 -08:00
|
|
|
} else {
|
|
|
|
|
LOG_INFO("Server-first transport registration: using entry DBC path for entry ", entry);
|
|
|
|
|
}
|
|
|
|
|
} else if (!hasUsablePath) {
|
2026-02-12 15:38:39 -08:00
|
|
|
// Remap/infer path by spawn position when entry doesn't map 1:1 to DBC ids.
|
|
|
|
|
// For elevators (TB lift platforms), we must allow z-only paths here.
|
|
|
|
|
bool allowZOnly = (displayId == 455 || displayId == 462);
|
|
|
|
|
uint32_t inferredPath = transportManager->inferDbcPathForSpawn(
|
|
|
|
|
canonicalSpawnPos, 1200.0f, allowZOnly);
|
2026-02-11 17:30:57 -08:00
|
|
|
if (inferredPath != 0) {
|
|
|
|
|
pathId = inferredPath;
|
|
|
|
|
LOG_INFO("Using inferred transport path ", pathId, " for entry ", entry);
|
2026-02-11 15:24:05 -08:00
|
|
|
} else {
|
2026-02-11 17:30:57 -08:00
|
|
|
uint32_t remappedPath = transportManager->pickFallbackMovingPath(entry, displayId);
|
|
|
|
|
if (remappedPath != 0) {
|
|
|
|
|
pathId = remappedPath;
|
|
|
|
|
LOG_INFO("Using remapped fallback transport path ", pathId,
|
|
|
|
|
" for entry ", entry, " displayId=", displayId,
|
|
|
|
|
" (usableEntryPath=", transportManager->hasPathForEntry(entry), ")");
|
2026-02-11 15:24:05 -08:00
|
|
|
} else {
|
|
|
|
|
LOG_WARNING("No TransportAnimation.dbc path for entry ", entry,
|
|
|
|
|
" - transport will be stationary");
|
2026-02-11 00:54:38 -08:00
|
|
|
|
2026-02-11 15:24:05 -08:00
|
|
|
// Fallback: Stationary at spawn point (wait for server to send real position)
|
|
|
|
|
std::vector<glm::vec3> path = { canonicalSpawnPos };
|
|
|
|
|
transportManager->loadPathFromNodes(pathId, path, false, 0.0f);
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-11 00:54:38 -08:00
|
|
|
} else {
|
|
|
|
|
LOG_INFO("Using real transport path from TransportAnimation.dbc for entry ", entry);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Register the transport with spawn position (prevents rendering at origin until server update)
|
2026-02-14 20:20:43 -08:00
|
|
|
transportManager->registerTransport(guid, wmoInstanceId, pathId, canonicalSpawnPos, entry);
|
2026-02-11 00:54:38 -08:00
|
|
|
|
2026-02-11 02:23:37 -08:00
|
|
|
// Server-authoritative movement - set initial position from spawn data
|
|
|
|
|
glm::vec3 canonicalPos(x, y, z);
|
|
|
|
|
transportManager->updateServerTransport(guid, canonicalPos, orientation);
|
2026-02-12 00:14:39 -08:00
|
|
|
|
|
|
|
|
// If a move packet arrived before registration completed, replay latest now.
|
|
|
|
|
auto pendingIt = pendingTransportMoves_.find(guid);
|
|
|
|
|
if (pendingIt != pendingTransportMoves_.end()) {
|
|
|
|
|
const PendingTransportMove pending = pendingIt->second;
|
|
|
|
|
transportManager->updateServerTransport(guid, glm::vec3(pending.x, pending.y, pending.z), pending.orientation);
|
|
|
|
|
LOG_INFO("Replayed queued transport move for GUID=0x", std::hex, guid, std::dec,
|
|
|
|
|
" pos=(", pending.x, ", ", pending.y, ", ", pending.z, ") orientation=", pending.orientation);
|
|
|
|
|
pendingTransportMoves_.erase(pendingIt);
|
|
|
|
|
}
|
2026-02-14 20:20:43 -08:00
|
|
|
|
|
|
|
|
// For MO_TRANSPORT at (0,0,0): check if GO data is already cached with a taxiPathId
|
|
|
|
|
if (glm::length(canonicalSpawnPos) < 1.0f && gameHandler) {
|
|
|
|
|
auto goData = gameHandler->getCachedGameObjectInfo(entry);
|
|
|
|
|
if (goData && goData->type == 15 && goData->hasData && goData->data[0] != 0) {
|
|
|
|
|
uint32_t taxiPathId = goData->data[0];
|
|
|
|
|
if (transportManager->hasTaxiPath(taxiPathId)) {
|
|
|
|
|
transportManager->assignTaxiPathToTransport(entry, taxiPathId);
|
|
|
|
|
LOG_INFO("Assigned cached TaxiPathNode path for MO_TRANSPORT entry=", entry,
|
|
|
|
|
" taxiPathId=", taxiPathId);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-12 15:35:31 -08:00
|
|
|
if (auto* tr = transportManager->getTransport(guid); tr) {
|
|
|
|
|
LOG_INFO("Transport registered: guid=0x", std::hex, guid, std::dec,
|
|
|
|
|
" entry=", entry, " displayId=", displayId,
|
|
|
|
|
" pathId=", tr->pathId,
|
|
|
|
|
" mode=", (tr->useClientAnimation ? "client" : "server"),
|
|
|
|
|
" serverUpdates=", tr->serverUpdateCount);
|
|
|
|
|
} else {
|
|
|
|
|
LOG_INFO("Transport registered: guid=0x", std::hex, guid, std::dec,
|
|
|
|
|
" entry=", entry, " displayId=", displayId, " (TransportManager instance missing)");
|
|
|
|
|
}
|
2026-02-11 00:54:38 -08:00
|
|
|
});
|
|
|
|
|
|
|
|
|
|
// Transport move callback (online mode) - update transport gameobject positions
|
|
|
|
|
gameHandler->setTransportMoveCallback([this](uint64_t guid, float x, float y, float z, float orientation) {
|
|
|
|
|
LOG_INFO("Transport move callback: GUID=0x", std::hex, guid, std::dec,
|
|
|
|
|
" pos=(", x, ", ", y, ", ", z, ") orientation=", orientation);
|
|
|
|
|
|
|
|
|
|
auto* transportManager = gameHandler->getTransportManager();
|
|
|
|
|
if (!transportManager) {
|
|
|
|
|
LOG_WARNING("Transport move callback: TransportManager is null!");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Check if transport exists - if not, treat this as a late spawn (reconnection/server restart)
|
|
|
|
|
if (!transportManager->getTransport(guid)) {
|
|
|
|
|
LOG_INFO("Received position update for unregistered transport 0x", std::hex, guid, std::dec,
|
|
|
|
|
" - auto-spawning from position update");
|
|
|
|
|
|
|
|
|
|
// Get transport info from entity manager
|
|
|
|
|
auto entity = gameHandler->getEntityManager().getEntity(guid);
|
|
|
|
|
if (entity && entity->getType() == game::ObjectType::GAMEOBJECT) {
|
|
|
|
|
auto go = std::static_pointer_cast<game::GameObject>(entity);
|
|
|
|
|
uint32_t entry = go->getEntry();
|
|
|
|
|
uint32_t displayId = go->getDisplayId();
|
|
|
|
|
|
|
|
|
|
// Find the WMO instance for this transport (should exist from earlier GameObject spawn)
|
|
|
|
|
auto it = gameObjectInstances_.find(guid);
|
|
|
|
|
if (it != gameObjectInstances_.end()) {
|
|
|
|
|
uint32_t wmoInstanceId = it->second.instanceId;
|
|
|
|
|
|
|
|
|
|
// TransportAnimation.dbc is indexed by GameObject entry
|
|
|
|
|
uint32_t pathId = entry;
|
2026-02-12 00:04:53 -08:00
|
|
|
const bool preferServerData = gameHandler && gameHandler->hasServerTransportUpdate(guid);
|
2026-02-11 00:54:38 -08:00
|
|
|
|
|
|
|
|
// Coordinates are already canonical (converted in game_handler.cpp)
|
|
|
|
|
glm::vec3 canonicalSpawnPos(x, y, z);
|
|
|
|
|
|
2026-02-11 17:30:57 -08:00
|
|
|
// Check if we have a real usable path, otherwise remap/infer/fall back to stationary.
|
|
|
|
|
const bool shipOrZeppelinDisplay =
|
|
|
|
|
(displayId == 3015 || displayId == 3031 || displayId == 7546 ||
|
|
|
|
|
displayId == 7446 || displayId == 1587 || displayId == 2454 ||
|
2026-02-12 15:11:23 -08:00
|
|
|
displayId == 807 || displayId == 808);
|
2026-02-11 17:30:57 -08:00
|
|
|
bool hasUsablePath = transportManager->hasPathForEntry(entry);
|
|
|
|
|
if (shipOrZeppelinDisplay) {
|
|
|
|
|
hasUsablePath = transportManager->hasUsableMovingPathForEntry(entry, 25.0f);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-12 00:04:53 -08:00
|
|
|
if (preferServerData) {
|
2026-02-12 02:27:59 -08:00
|
|
|
// Strict server-authoritative mode: no inferred/remapped fallback routes.
|
2026-02-12 00:04:53 -08:00
|
|
|
if (!hasUsablePath) {
|
2026-02-12 02:27:59 -08:00
|
|
|
std::vector<glm::vec3> path = { canonicalSpawnPos };
|
|
|
|
|
transportManager->loadPathFromNodes(pathId, path, false, 0.0f);
|
|
|
|
|
LOG_INFO("Auto-spawned transport in strict server-first mode (stationary fallback): entry=", entry,
|
|
|
|
|
" displayId=", displayId, " wmoInstance=", wmoInstanceId);
|
2026-02-12 00:04:53 -08:00
|
|
|
} else {
|
|
|
|
|
LOG_INFO("Auto-spawned transport in server-first mode with entry DBC path: entry=", entry,
|
|
|
|
|
" displayId=", displayId, " wmoInstance=", wmoInstanceId);
|
|
|
|
|
}
|
|
|
|
|
} else if (!hasUsablePath) {
|
2026-02-12 15:38:39 -08:00
|
|
|
bool allowZOnly = (displayId == 455 || displayId == 462);
|
|
|
|
|
uint32_t inferredPath = transportManager->inferDbcPathForSpawn(
|
|
|
|
|
canonicalSpawnPos, 1200.0f, allowZOnly);
|
2026-02-11 17:30:57 -08:00
|
|
|
if (inferredPath != 0) {
|
|
|
|
|
pathId = inferredPath;
|
|
|
|
|
LOG_INFO("Auto-spawned transport with inferred path: entry=", entry,
|
|
|
|
|
" inferredPath=", pathId, " displayId=", displayId,
|
2026-02-11 15:24:05 -08:00
|
|
|
" wmoInstance=", wmoInstanceId);
|
|
|
|
|
} else {
|
2026-02-11 17:30:57 -08:00
|
|
|
uint32_t remappedPath = transportManager->pickFallbackMovingPath(entry, displayId);
|
|
|
|
|
if (remappedPath != 0) {
|
|
|
|
|
pathId = remappedPath;
|
|
|
|
|
LOG_INFO("Auto-spawned transport with remapped fallback path: entry=", entry,
|
|
|
|
|
" remappedPath=", pathId, " displayId=", displayId,
|
2026-02-11 15:24:05 -08:00
|
|
|
" wmoInstance=", wmoInstanceId);
|
|
|
|
|
} else {
|
|
|
|
|
std::vector<glm::vec3> path = { canonicalSpawnPos };
|
|
|
|
|
transportManager->loadPathFromNodes(pathId, path, false, 0.0f);
|
|
|
|
|
LOG_INFO("Auto-spawned transport with stationary path: entry=", entry,
|
|
|
|
|
" displayId=", displayId, " wmoInstance=", wmoInstanceId);
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-11 00:54:38 -08:00
|
|
|
} else {
|
|
|
|
|
LOG_INFO("Auto-spawned transport with real path: entry=", entry,
|
|
|
|
|
" displayId=", displayId, " wmoInstance=", wmoInstanceId);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-14 20:20:43 -08:00
|
|
|
transportManager->registerTransport(guid, wmoInstanceId, pathId, canonicalSpawnPos, entry);
|
2026-02-11 00:54:38 -08:00
|
|
|
} else {
|
2026-02-12 00:14:39 -08:00
|
|
|
pendingTransportMoves_[guid] = PendingTransportMove{x, y, z, orientation};
|
2026-02-11 00:54:38 -08:00
|
|
|
LOG_WARNING("Cannot auto-spawn transport 0x", std::hex, guid, std::dec,
|
2026-02-12 00:14:39 -08:00
|
|
|
" - WMO instance not found (queued move for replay)");
|
2026-02-11 00:54:38 -08:00
|
|
|
return;
|
2026-02-08 00:59:40 -08:00
|
|
|
}
|
|
|
|
|
} else {
|
2026-02-12 00:14:39 -08:00
|
|
|
pendingTransportMoves_[guid] = PendingTransportMove{x, y, z, orientation};
|
2026-02-11 00:54:38 -08:00
|
|
|
LOG_WARNING("Cannot auto-spawn transport 0x", std::hex, guid, std::dec,
|
2026-02-12 00:14:39 -08:00
|
|
|
" - entity not found in EntityManager (queued move for replay)");
|
2026-02-11 00:54:38 -08:00
|
|
|
return;
|
2026-02-08 00:59:40 -08:00
|
|
|
}
|
2026-02-11 00:54:38 -08:00
|
|
|
}
|
2026-02-08 00:59:40 -08:00
|
|
|
|
2026-02-11 00:54:38 -08:00
|
|
|
// Update TransportManager's internal state (position, rotation, transform matrices)
|
|
|
|
|
// This also updates the WMO renderer automatically
|
|
|
|
|
// Coordinates are already canonical (converted in game_handler.cpp when entity was created)
|
|
|
|
|
glm::vec3 canonicalPos(x, y, z);
|
|
|
|
|
transportManager->updateServerTransport(guid, canonicalPos, orientation);
|
|
|
|
|
|
|
|
|
|
// Move player with transport if riding it
|
|
|
|
|
if (gameHandler && gameHandler->isOnTransport() && gameHandler->getPlayerTransportGuid() == guid && renderer) {
|
|
|
|
|
auto* cc = renderer->getCameraController();
|
|
|
|
|
if (cc) {
|
|
|
|
|
glm::vec3* ft = cc->getFollowTargetMutable();
|
|
|
|
|
if (ft) {
|
|
|
|
|
// Get player world position from TransportManager (handles transform properly)
|
|
|
|
|
glm::vec3 offset = gameHandler->getPlayerTransportOffset();
|
|
|
|
|
glm::vec3 worldPos = transportManager->getPlayerWorldPosition(guid, offset);
|
|
|
|
|
*ft = worldPos;
|
2026-02-08 00:59:40 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
2026-02-06 13:47:03 -08:00
|
|
|
// NPC death callback (online mode) - play death animation
|
|
|
|
|
gameHandler->setNpcDeathCallback([this](uint64_t guid) {
|
|
|
|
|
auto it = creatureInstances_.find(guid);
|
|
|
|
|
if (it != creatureInstances_.end() && renderer && renderer->getCharacterRenderer()) {
|
|
|
|
|
renderer->getCharacterRenderer()->playAnimation(it->second, 1, false); // Death
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
2026-02-06 16:47:07 -08:00
|
|
|
// NPC respawn callback (online mode) - reset to idle animation
|
|
|
|
|
gameHandler->setNpcRespawnCallback([this](uint64_t guid) {
|
|
|
|
|
auto it = creatureInstances_.find(guid);
|
|
|
|
|
if (it != creatureInstances_.end() && renderer && renderer->getCharacterRenderer()) {
|
|
|
|
|
renderer->getCharacterRenderer()->playAnimation(it->second, 0, true); // Idle
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
2026-02-06 13:47:03 -08:00
|
|
|
// NPC swing callback (online mode) - play attack animation
|
|
|
|
|
gameHandler->setNpcSwingCallback([this](uint64_t guid) {
|
|
|
|
|
auto it = creatureInstances_.find(guid);
|
|
|
|
|
if (it != creatureInstances_.end() && renderer && renderer->getCharacterRenderer()) {
|
|
|
|
|
renderer->getCharacterRenderer()->playAnimation(it->second, 16, false); // Attack
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
2026-02-09 01:29:44 -08:00
|
|
|
// NPC greeting callback - play voice line
|
|
|
|
|
gameHandler->setNpcGreetingCallback([this](uint64_t guid, const glm::vec3& position) {
|
|
|
|
|
if (renderer && renderer->getNpcVoiceManager()) {
|
|
|
|
|
// Convert canonical to render coords for 3D audio
|
|
|
|
|
glm::vec3 renderPos = core::coords::canonicalToRender(position);
|
2026-02-09 02:22:20 -08:00
|
|
|
|
|
|
|
|
// Detect voice type from NPC display ID
|
|
|
|
|
audio::VoiceType voiceType = audio::VoiceType::GENERIC;
|
|
|
|
|
auto entity = gameHandler->getEntityManager().getEntity(guid);
|
|
|
|
|
if (entity && entity->getType() == game::ObjectType::UNIT) {
|
|
|
|
|
auto unit = std::static_pointer_cast<game::Unit>(entity);
|
|
|
|
|
uint32_t displayId = unit->getDisplayId();
|
|
|
|
|
voiceType = detectVoiceTypeFromDisplayId(displayId);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
renderer->getNpcVoiceManager()->playGreeting(guid, voiceType, renderPos);
|
2026-02-09 01:29:44 -08:00
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
Add comprehensive NPC voice system with interaction and combat sounds
Implements full NPC voice interaction system supporting 6 different sound categories
for all playable races/genders. System loads ~450+ voice clips from MPQ archives.
Voice Categories:
- Greeting: Play on NPC right-click interaction
- Farewell: Play when closing gossip/dialog windows
- Vendor: Play when opening merchant/vendor windows
- Pissed: Play after clicking NPC 5+ times (spam protection)
- Aggro: Play when NPC enters combat with player
- Flee: Play when NPC is fleeing (ready for low-health triggers)
Features:
- Race/gender detection from NPC display IDs via CreatureDisplayInfoExtra.dbc
- Intelligent click tracking for pissed sounds
- Combat sounds use player character vocal files for humanoid NPCs
- Cooldown system prevents voice spam (2s default, combat sounds bypass)
- Generic fallback voices for unsupported NPC types
- 3D positional audio support
Voice Support:
- All playable races: Human, Dwarf, Gnome, Night Elf, Orc, Tauren, Troll, Undead
- Male and female variants for each race
- StandardNPC sounds for social interactions
- Character vocal sounds for combat
Technical Changes:
- Refactored NpcVoiceManager to support multiple sound categories
- Added callbacks: NpcFarewell, NpcVendor, NpcAggro
- Extended voice loading to parse both StandardNPC and Character vocal paths
- Integrated with GameHandler for gossip, vendor, and combat events
- Added detailed voice detection logging for debugging
Also includes:
- Sound manifest files added to docs/ for reference
- Blacksmith hammer pitch increased to 1.6x (was 1.4x)
- Blacksmith volume reduced 30% to 0.25 (was 0.35)
2026-02-09 16:03:51 -08:00
|
|
|
// NPC farewell callback - play farewell voice line
|
|
|
|
|
gameHandler->setNpcFarewellCallback([this](uint64_t guid, const glm::vec3& position) {
|
|
|
|
|
if (renderer && renderer->getNpcVoiceManager()) {
|
|
|
|
|
glm::vec3 renderPos = core::coords::canonicalToRender(position);
|
|
|
|
|
|
|
|
|
|
audio::VoiceType voiceType = audio::VoiceType::GENERIC;
|
|
|
|
|
auto entity = gameHandler->getEntityManager().getEntity(guid);
|
|
|
|
|
if (entity && entity->getType() == game::ObjectType::UNIT) {
|
|
|
|
|
auto unit = std::static_pointer_cast<game::Unit>(entity);
|
|
|
|
|
uint32_t displayId = unit->getDisplayId();
|
|
|
|
|
voiceType = detectVoiceTypeFromDisplayId(displayId);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
renderer->getNpcVoiceManager()->playFarewell(guid, voiceType, renderPos);
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
// NPC vendor callback - play vendor voice line
|
|
|
|
|
gameHandler->setNpcVendorCallback([this](uint64_t guid, const glm::vec3& position) {
|
|
|
|
|
if (renderer && renderer->getNpcVoiceManager()) {
|
|
|
|
|
glm::vec3 renderPos = core::coords::canonicalToRender(position);
|
|
|
|
|
|
|
|
|
|
audio::VoiceType voiceType = audio::VoiceType::GENERIC;
|
|
|
|
|
auto entity = gameHandler->getEntityManager().getEntity(guid);
|
|
|
|
|
if (entity && entity->getType() == game::ObjectType::UNIT) {
|
|
|
|
|
auto unit = std::static_pointer_cast<game::Unit>(entity);
|
|
|
|
|
uint32_t displayId = unit->getDisplayId();
|
|
|
|
|
voiceType = detectVoiceTypeFromDisplayId(displayId);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
renderer->getNpcVoiceManager()->playVendor(guid, voiceType, renderPos);
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
// NPC aggro callback - play combat start voice line
|
|
|
|
|
gameHandler->setNpcAggroCallback([this](uint64_t guid, const glm::vec3& position) {
|
|
|
|
|
if (renderer && renderer->getNpcVoiceManager()) {
|
|
|
|
|
glm::vec3 renderPos = core::coords::canonicalToRender(position);
|
|
|
|
|
|
|
|
|
|
audio::VoiceType voiceType = audio::VoiceType::GENERIC;
|
|
|
|
|
auto entity = gameHandler->getEntityManager().getEntity(guid);
|
|
|
|
|
if (entity && entity->getType() == game::ObjectType::UNIT) {
|
|
|
|
|
auto unit = std::static_pointer_cast<game::Unit>(entity);
|
|
|
|
|
uint32_t displayId = unit->getDisplayId();
|
|
|
|
|
voiceType = detectVoiceTypeFromDisplayId(displayId);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
renderer->getNpcVoiceManager()->playAggro(guid, voiceType, renderPos);
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
2026-02-05 14:13:48 -08:00
|
|
|
// "Create Character" button on character screen
|
|
|
|
|
uiManager->getCharacterScreen().setOnCreateCharacter([this]() {
|
|
|
|
|
uiManager->getCharacterCreateScreen().reset();
|
2026-02-14 00:57:33 -08:00
|
|
|
// Apply expansion race/class constraints before showing the screen
|
|
|
|
|
if (expansionRegistry_ && expansionRegistry_->getActive()) {
|
|
|
|
|
auto* profile = expansionRegistry_->getActive();
|
|
|
|
|
uiManager->getCharacterCreateScreen().setExpansionConstraints(
|
|
|
|
|
profile->races, profile->classes);
|
|
|
|
|
}
|
2026-02-05 14:55:42 -08:00
|
|
|
uiManager->getCharacterCreateScreen().initializePreview(assetManager.get());
|
2026-02-05 14:13:48 -08:00
|
|
|
setState(AppState::CHARACTER_CREATION);
|
2026-02-02 12:24:50 -08:00
|
|
|
});
|
2026-02-06 03:24:46 -08:00
|
|
|
|
|
|
|
|
// "Back" button on character screen
|
|
|
|
|
uiManager->getCharacterScreen().setOnBack([this]() {
|
2026-02-14 19:24:31 -08:00
|
|
|
// Disconnect from world server and reset UI state for fresh realm selection
|
|
|
|
|
if (gameHandler) {
|
|
|
|
|
gameHandler->disconnect();
|
|
|
|
|
}
|
|
|
|
|
uiManager->getRealmScreen().reset();
|
|
|
|
|
uiManager->getCharacterScreen().reset();
|
2026-02-06 23:52:16 -08:00
|
|
|
setState(AppState::REALM_SELECTION);
|
2026-02-06 03:24:46 -08:00
|
|
|
});
|
|
|
|
|
|
|
|
|
|
// "Delete Character" button on character screen
|
|
|
|
|
uiManager->getCharacterScreen().setOnDeleteCharacter([this](uint64_t guid) {
|
|
|
|
|
if (gameHandler) {
|
|
|
|
|
gameHandler->deleteCharacter(guid);
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
// Character delete result callback
|
|
|
|
|
gameHandler->setCharDeleteCallback([this](bool success) {
|
|
|
|
|
if (success) {
|
|
|
|
|
uiManager->getCharacterScreen().setStatus("Character deleted.");
|
|
|
|
|
// Refresh character list
|
2026-02-06 23:52:16 -08:00
|
|
|
gameHandler->requestCharacterList();
|
2026-02-06 03:24:46 -08:00
|
|
|
} else {
|
2026-02-06 18:34:45 -08:00
|
|
|
uint8_t code = gameHandler ? gameHandler->getLastCharDeleteResult() : 0xFF;
|
|
|
|
|
uiManager->getCharacterScreen().setStatus(
|
|
|
|
|
"Delete failed (code " + std::to_string(static_cast<int>(code)) + ").");
|
2026-02-06 03:24:46 -08:00
|
|
|
}
|
|
|
|
|
});
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Application::spawnPlayerCharacter() {
|
|
|
|
|
if (playerCharacterSpawned) return;
|
|
|
|
|
if (!renderer || !renderer->getCharacterRenderer() || !renderer->getCamera()) return;
|
|
|
|
|
|
|
|
|
|
auto* charRenderer = renderer->getCharacterRenderer();
|
|
|
|
|
auto* camera = renderer->getCamera();
|
|
|
|
|
bool loaded = false;
|
2026-02-05 14:35:12 -08:00
|
|
|
std::string m2Path = getPlayerModelPath();
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
|
2026-02-05 14:35:12 -08:00
|
|
|
// Try loading selected character model from MPQ
|
2026-02-02 12:24:50 -08:00
|
|
|
if (assetManager && assetManager->isInitialized()) {
|
|
|
|
|
auto m2Data = assetManager->readFile(m2Path);
|
|
|
|
|
if (!m2Data.empty()) {
|
|
|
|
|
auto model = pipeline::M2Loader::load(m2Data);
|
|
|
|
|
|
|
|
|
|
// Load skin file for submesh/batch data
|
2026-02-05 14:35:12 -08:00
|
|
|
std::string skinPath = modelDir + baseName + "00.skin";
|
2026-02-02 12:24:50 -08:00
|
|
|
auto skinData = assetManager->readFile(skinPath);
|
2026-02-14 13:57:54 -08:00
|
|
|
if (!skinData.empty() && model.version >= 264) {
|
2026-02-02 12:24:50 -08:00
|
|
|
pipeline::M2Loader::loadSkin(skinData, model);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (model.isValid()) {
|
|
|
|
|
// Log texture slots
|
|
|
|
|
for (size_t ti = 0; ti < model.textures.size(); ti++) {
|
|
|
|
|
auto& tex = model.textures[ti];
|
|
|
|
|
LOG_INFO(" Texture ", ti, ": type=", tex.type, " name='", tex.filename, "'");
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 17:27:20 -08:00
|
|
|
// Look up textures from CharSections.dbc for all races
|
|
|
|
|
bool useCharSections = true;
|
2026-02-07 11:26:49 -08:00
|
|
|
uint32_t targetRaceId = static_cast<uint32_t>(playerRace_);
|
|
|
|
|
uint32_t targetSexId = (playerGender_ == game::Gender::FEMALE) ? 1u : 0u;
|
2026-02-06 17:27:20 -08:00
|
|
|
|
|
|
|
|
// Race name for fallback texture paths
|
|
|
|
|
const char* raceFolderName = "Human";
|
2026-02-07 11:26:49 -08:00
|
|
|
switch (playerRace_) {
|
2026-02-06 17:27:20 -08:00
|
|
|
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;
|
|
|
|
|
}
|
2026-02-07 11:26:49 -08:00
|
|
|
const char* genderFolder = (playerGender_ == game::Gender::FEMALE) ? "Female" : "Male";
|
2026-02-06 17:27:20 -08:00
|
|
|
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";
|
2026-02-02 12:24:50 -08:00
|
|
|
std::string faceLowerTexturePath;
|
2026-02-15 12:53:15 -08:00
|
|
|
std::string faceUpperTexturePath;
|
2026-02-02 12:24:50 -08:00
|
|
|
std::vector<std::string> underwearPaths;
|
|
|
|
|
|
2026-02-06 15:41:29 -08:00
|
|
|
// Extract appearance bytes for texture lookups
|
|
|
|
|
uint8_t charSkinId = 0, charFaceId = 0, charHairStyleId = 0, charHairColorId = 0;
|
|
|
|
|
if (gameHandler) {
|
|
|
|
|
const game::Character* activeChar = gameHandler->getActiveCharacter();
|
|
|
|
|
if (activeChar) {
|
|
|
|
|
charSkinId = activeChar->appearanceBytes & 0xFF;
|
|
|
|
|
charFaceId = (activeChar->appearanceBytes >> 8) & 0xFF;
|
|
|
|
|
charHairStyleId = (activeChar->appearanceBytes >> 16) & 0xFF;
|
|
|
|
|
charHairColorId = (activeChar->appearanceBytes >> 24) & 0xFF;
|
|
|
|
|
LOG_INFO("Appearance: skin=", (int)charSkinId, " face=", (int)charFaceId,
|
|
|
|
|
" hairStyle=", (int)charHairStyleId, " hairColor=", (int)charHairColorId);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::string hairTexturePath;
|
2026-02-05 14:35:12 -08:00
|
|
|
if (useCharSections) {
|
|
|
|
|
auto charSectionsDbc = assetManager->loadDBC("CharSections.dbc");
|
|
|
|
|
if (charSectionsDbc) {
|
|
|
|
|
LOG_INFO("CharSections.dbc loaded: ", charSectionsDbc->getRecordCount(), " records");
|
2026-02-12 22:56:36 -08:00
|
|
|
const auto* csL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CharSections") : nullptr;
|
2026-02-05 14:35:12 -08:00
|
|
|
bool foundSkin = false;
|
|
|
|
|
bool foundUnderwear = false;
|
|
|
|
|
bool foundFaceLower = false;
|
2026-02-06 15:41:29 -08:00
|
|
|
bool foundHair = false;
|
2026-02-05 14:35:12 -08:00
|
|
|
for (uint32_t r = 0; r < charSectionsDbc->getRecordCount(); r++) {
|
2026-02-12 22:56:36 -08:00
|
|
|
uint32_t raceId = charSectionsDbc->getUInt32(r, csL ? (*csL)["RaceID"] : 1);
|
|
|
|
|
uint32_t sexId = charSectionsDbc->getUInt32(r, csL ? (*csL)["SexID"] : 2);
|
|
|
|
|
uint32_t baseSection = charSectionsDbc->getUInt32(r, csL ? (*csL)["BaseSection"] : 3);
|
2026-02-14 00:00:26 -08:00
|
|
|
uint32_t variationIndex = charSectionsDbc->getUInt32(r, csL ? (*csL)["VariationIndex"] : 4);
|
|
|
|
|
uint32_t colorIndex = charSectionsDbc->getUInt32(r, csL ? (*csL)["ColorIndex"] : 5);
|
2026-02-05 14:35:12 -08:00
|
|
|
|
|
|
|
|
if (raceId != targetRaceId || sexId != targetSexId) continue;
|
|
|
|
|
|
2026-02-06 15:41:29 -08:00
|
|
|
// Section 0 = skin: match by colorIndex = skin byte
|
2026-02-14 00:00:26 -08:00
|
|
|
const uint32_t csTex1 = csL ? (*csL)["Texture1"] : 6;
|
2026-02-06 15:41:29 -08:00
|
|
|
if (baseSection == 0 && !foundSkin && colorIndex == charSkinId) {
|
2026-02-12 22:56:36 -08:00
|
|
|
std::string tex1 = charSectionsDbc->getString(r, csTex1);
|
2026-02-05 14:35:12 -08:00
|
|
|
if (!tex1.empty()) {
|
|
|
|
|
bodySkinPath = tex1;
|
|
|
|
|
foundSkin = true;
|
2026-02-06 15:41:29 -08:00
|
|
|
LOG_INFO(" DBC body skin: ", bodySkinPath, " (skin=", (int)charSkinId, ")");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// Section 3 = hair: match variation=hairStyle, color=hairColor
|
|
|
|
|
else if (baseSection == 3 && !foundHair &&
|
|
|
|
|
variationIndex == charHairStyleId && colorIndex == charHairColorId) {
|
2026-02-12 22:56:36 -08:00
|
|
|
hairTexturePath = charSectionsDbc->getString(r, csTex1);
|
2026-02-06 15:41:29 -08:00
|
|
|
if (!hairTexturePath.empty()) {
|
|
|
|
|
foundHair = true;
|
|
|
|
|
LOG_INFO(" DBC hair texture: ", hairTexturePath,
|
|
|
|
|
" (style=", (int)charHairStyleId, " color=", (int)charHairColorId, ")");
|
2026-02-05 14:35:12 -08:00
|
|
|
}
|
2026-02-06 15:41:29 -08:00
|
|
|
}
|
2026-02-15 12:53:15 -08:00
|
|
|
// Section 1 = face: match variation=faceId, colorIndex=skinId
|
|
|
|
|
// Texture1 = face lower, Texture2 = face upper
|
2026-02-06 15:41:29 -08:00
|
|
|
else if (baseSection == 1 && !foundFaceLower &&
|
|
|
|
|
variationIndex == charFaceId && colorIndex == charSkinId) {
|
2026-02-12 22:56:36 -08:00
|
|
|
std::string tex1 = charSectionsDbc->getString(r, csTex1);
|
2026-02-15 12:53:15 -08:00
|
|
|
std::string tex2 = charSectionsDbc->getString(r, csTex1 + 1);
|
2026-02-05 14:35:12 -08:00
|
|
|
if (!tex1.empty()) {
|
|
|
|
|
faceLowerTexturePath = tex1;
|
2026-02-15 12:53:15 -08:00
|
|
|
LOG_INFO(" DBC face lower: ", faceLowerTexturePath);
|
2026-02-05 14:35:12 -08:00
|
|
|
}
|
2026-02-15 12:53:15 -08:00
|
|
|
if (!tex2.empty()) {
|
|
|
|
|
faceUpperTexturePath = tex2;
|
|
|
|
|
LOG_INFO(" DBC face upper: ", faceUpperTexturePath);
|
|
|
|
|
}
|
|
|
|
|
foundFaceLower = true;
|
2026-02-06 15:41:29 -08:00
|
|
|
}
|
|
|
|
|
// Section 4 = underwear
|
|
|
|
|
else if (baseSection == 4 && !foundUnderwear && colorIndex == charSkinId) {
|
2026-02-12 22:56:36 -08:00
|
|
|
for (uint32_t f = csTex1; f <= csTex1 + 2; f++) {
|
2026-02-05 14:35:12 -08:00
|
|
|
std::string tex = charSectionsDbc->getString(r, f);
|
|
|
|
|
if (!tex.empty()) {
|
|
|
|
|
underwearPaths.push_back(tex);
|
|
|
|
|
LOG_INFO(" DBC underwear texture: ", tex);
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
2026-02-05 14:35:12 -08:00
|
|
|
foundUnderwear = true;
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
2026-02-06 15:41:29 -08:00
|
|
|
|
|
|
|
|
if (foundSkin && foundHair && foundFaceLower && foundUnderwear) break;
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-06 15:41:29 -08:00
|
|
|
if (!foundHair) {
|
|
|
|
|
LOG_WARNING("No DBC hair match for style=", (int)charHairStyleId,
|
|
|
|
|
" color=", (int)charHairColorId,
|
|
|
|
|
" race=", targetRaceId, " sex=", targetSexId);
|
2026-02-06 15:18:50 -08:00
|
|
|
}
|
2026-02-06 15:41:29 -08:00
|
|
|
} else {
|
|
|
|
|
LOG_WARNING("Failed to load CharSections.dbc, using hardcoded textures");
|
2026-02-06 15:18:50 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-05 14:35:12 -08:00
|
|
|
for (auto& tex : model.textures) {
|
|
|
|
|
if (tex.type == 1 && tex.filename.empty()) {
|
|
|
|
|
tex.filename = bodySkinPath;
|
2026-02-06 16:04:25 -08:00
|
|
|
} else if (tex.type == 6) {
|
|
|
|
|
if (!hairTexturePath.empty()) {
|
|
|
|
|
tex.filename = hairTexturePath;
|
|
|
|
|
} else if (tex.filename.empty()) {
|
2026-02-06 17:27:20 -08:00
|
|
|
tex.filename = std::string("Character\\") + raceFolderName + "\\Hair00_00.blp";
|
2026-02-06 16:04:25 -08:00
|
|
|
}
|
2026-02-05 14:35:12 -08:00
|
|
|
} else if (tex.type == 8 && tex.filename.empty()) {
|
|
|
|
|
if (!underwearPaths.empty()) {
|
|
|
|
|
tex.filename = underwearPaths[0];
|
|
|
|
|
} else {
|
|
|
|
|
tex.filename = pelvisPath;
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Load external .anim files for sequences with external data.
|
|
|
|
|
// Sequences WITH flag 0x20 have their animation data inline in the M2 file.
|
|
|
|
|
// Sequences WITHOUT flag 0x20 store data in external .anim files.
|
|
|
|
|
for (uint32_t si = 0; si < model.sequences.size(); si++) {
|
|
|
|
|
if (!(model.sequences[si].flags & 0x20)) {
|
|
|
|
|
// File naming: <ModelPath><AnimId>-<VariationIndex>.anim
|
|
|
|
|
// e.g. Character\Human\Male\HumanMale0097-00.anim
|
|
|
|
|
char animFileName[256];
|
|
|
|
|
snprintf(animFileName, sizeof(animFileName),
|
2026-02-05 14:35:12 -08:00
|
|
|
"%s%s%04u-%02u.anim",
|
|
|
|
|
modelDir.c_str(),
|
|
|
|
|
baseName.c_str(),
|
|
|
|
|
model.sequences[si].id,
|
|
|
|
|
model.sequences[si].variationIndex);
|
2026-02-12 02:27:59 -08:00
|
|
|
auto animFileData = assetManager->readFileOptional(animFileName);
|
2026-02-02 12:24:50 -08:00
|
|
|
if (!animFileData.empty()) {
|
|
|
|
|
pipeline::M2Loader::loadAnimFile(m2Data, animFileData, si, model);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
charRenderer->loadModel(model, 1);
|
|
|
|
|
|
2026-02-05 14:35:12 -08:00
|
|
|
if (useCharSections) {
|
|
|
|
|
// Save skin composite state for re-compositing on equipment changes
|
2026-02-15 20:53:01 -08:00
|
|
|
// Include face textures so compositeWithRegions can rebuild the full base
|
2026-02-05 14:35:12 -08:00
|
|
|
bodySkinPath_ = bodySkinPath;
|
2026-02-15 20:53:01 -08:00
|
|
|
underwearPaths_.clear();
|
|
|
|
|
if (!faceLowerTexturePath.empty()) underwearPaths_.push_back(faceLowerTexturePath);
|
|
|
|
|
if (!faceUpperTexturePath.empty()) underwearPaths_.push_back(faceUpperTexturePath);
|
|
|
|
|
for (const auto& up : underwearPaths) underwearPaths_.push_back(up);
|
2026-02-05 14:35:12 -08:00
|
|
|
|
2026-02-15 12:53:15 -08:00
|
|
|
// Composite body skin + face + underwear overlays
|
|
|
|
|
{
|
2026-02-05 14:35:12 -08:00
|
|
|
std::vector<std::string> layers;
|
|
|
|
|
layers.push_back(bodySkinPath);
|
2026-02-15 12:53:15 -08:00
|
|
|
if (!faceLowerTexturePath.empty()) layers.push_back(faceLowerTexturePath);
|
|
|
|
|
if (!faceUpperTexturePath.empty()) layers.push_back(faceUpperTexturePath);
|
2026-02-05 14:35:12 -08:00
|
|
|
for (const auto& up : underwearPaths) {
|
|
|
|
|
layers.push_back(up);
|
|
|
|
|
}
|
2026-02-15 12:53:15 -08:00
|
|
|
if (layers.size() > 1) {
|
|
|
|
|
GLuint compositeTex = charRenderer->compositeTextures(layers);
|
|
|
|
|
if (compositeTex != 0) {
|
|
|
|
|
for (size_t ti = 0; ti < model.textures.size(); ti++) {
|
|
|
|
|
if (model.textures[ti].type == 1) {
|
|
|
|
|
charRenderer->setModelTexture(1, static_cast<uint32_t>(ti), compositeTex);
|
|
|
|
|
skinTextureSlotIndex_ = static_cast<uint32_t>(ti);
|
|
|
|
|
LOG_INFO("Replaced type-1 texture slot ", ti, " with composited body+face+underwear");
|
|
|
|
|
break;
|
|
|
|
|
}
|
2026-02-05 14:35:12 -08:00
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
Fix camera orbit, deselect, chat formatting, loot/vendor bugs, critter hostility, and character screen
Smooth idle camera orbit without jump at loop boundary, click empty space to
deselect target, auto-target when attacked, fix critter hostility so neutral
factions aren't flagged red, add armor/stats to item templates, fix loot
iterator invalidation, show item template names as fallback, position drop
confirmation at cursor, remove [SYSTEM] chat prefix, show NPC names in monster
say/yell, and prevent auto-login on character select screen.
2026-02-06 16:40:44 -08:00
|
|
|
// Override hair texture on GPU (type-6 slot) after model load
|
|
|
|
|
if (!hairTexturePath.empty()) {
|
|
|
|
|
GLuint hairTex = charRenderer->loadTexture(hairTexturePath);
|
|
|
|
|
if (hairTex != 0) {
|
|
|
|
|
for (size_t ti = 0; ti < model.textures.size(); ti++) {
|
|
|
|
|
if (model.textures[ti].type == 6) {
|
|
|
|
|
charRenderer->setModelTexture(1, static_cast<uint32_t>(ti), hairTex);
|
|
|
|
|
LOG_INFO("Applied DBC hair texture to slot ", ti, ": ", hairTexturePath);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-05 14:35:12 -08:00
|
|
|
} else {
|
|
|
|
|
bodySkinPath_.clear();
|
|
|
|
|
underwearPaths_.clear();
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
// Find cloak (type-2, Object Skin) texture slot index
|
|
|
|
|
for (size_t ti = 0; ti < model.textures.size(); ti++) {
|
|
|
|
|
if (model.textures[ti].type == 2) {
|
|
|
|
|
cloakTextureSlotIndex_ = static_cast<uint32_t>(ti);
|
|
|
|
|
LOG_INFO("Cloak texture slot: ", ti);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
loaded = true;
|
2026-02-05 14:35:12 -08:00
|
|
|
LOG_INFO("Loaded character model: ", m2Path, " (", model.vertices.size(), " verts, ",
|
2026-02-02 12:24:50 -08:00
|
|
|
model.bones.size(), " bones, ", model.sequences.size(), " anims, ",
|
|
|
|
|
model.indices.size(), " indices, ", model.batches.size(), " batches");
|
|
|
|
|
// Log all animation sequence IDs
|
|
|
|
|
for (size_t i = 0; i < model.sequences.size(); i++) {
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Fallback: create a simple cube if MPQ not available
|
|
|
|
|
if (!loaded) {
|
|
|
|
|
pipeline::M2Model testModel;
|
|
|
|
|
float size = 2.0f;
|
|
|
|
|
glm::vec3 cubePos[] = {
|
|
|
|
|
{-size, -size, -size}, { size, -size, -size},
|
|
|
|
|
{ size, size, -size}, {-size, size, -size},
|
|
|
|
|
{-size, -size, size}, { size, -size, size},
|
|
|
|
|
{ size, size, size}, {-size, size, size}
|
|
|
|
|
};
|
|
|
|
|
for (const auto& pos : cubePos) {
|
|
|
|
|
pipeline::M2Vertex v;
|
|
|
|
|
v.position = pos;
|
|
|
|
|
v.normal = glm::normalize(pos);
|
|
|
|
|
v.texCoords[0] = glm::vec2(0.0f);
|
|
|
|
|
v.boneWeights[0] = 255;
|
|
|
|
|
v.boneWeights[1] = v.boneWeights[2] = v.boneWeights[3] = 0;
|
|
|
|
|
v.boneIndices[0] = 0;
|
|
|
|
|
v.boneIndices[1] = v.boneIndices[2] = v.boneIndices[3] = 0;
|
|
|
|
|
testModel.vertices.push_back(v);
|
|
|
|
|
}
|
|
|
|
|
uint16_t cubeIndices[] = {
|
|
|
|
|
0,1,2, 0,2,3, 4,6,5, 4,7,6,
|
|
|
|
|
0,4,5, 0,5,1, 2,6,7, 2,7,3,
|
|
|
|
|
0,3,7, 0,7,4, 1,5,6, 1,6,2
|
|
|
|
|
};
|
|
|
|
|
for (uint16_t idx : cubeIndices)
|
|
|
|
|
testModel.indices.push_back(idx);
|
|
|
|
|
|
|
|
|
|
pipeline::M2Bone bone;
|
|
|
|
|
bone.keyBoneId = -1;
|
|
|
|
|
bone.flags = 0;
|
|
|
|
|
bone.parentBone = -1;
|
|
|
|
|
bone.submeshId = 0;
|
|
|
|
|
bone.pivot = glm::vec3(0.0f);
|
|
|
|
|
testModel.bones.push_back(bone);
|
|
|
|
|
|
|
|
|
|
pipeline::M2Sequence seq{};
|
|
|
|
|
seq.id = 0;
|
|
|
|
|
seq.duration = 1000;
|
|
|
|
|
testModel.sequences.push_back(seq);
|
|
|
|
|
|
|
|
|
|
testModel.name = "TestCube";
|
|
|
|
|
testModel.globalFlags = 0;
|
|
|
|
|
charRenderer->loadModel(testModel, 1);
|
|
|
|
|
LOG_INFO("Loaded fallback cube model (no MPQ data)");
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-04 23:30:03 -08:00
|
|
|
// Spawn character at the camera controller's default position (matches hearthstone).
|
|
|
|
|
// Most presets snap to floor; explicit WMO-floor presets keep their authored Z.
|
2026-02-04 13:29:27 -08:00
|
|
|
auto* camCtrl = renderer->getCameraController();
|
|
|
|
|
glm::vec3 spawnPos = camCtrl ? camCtrl->getDefaultPosition()
|
|
|
|
|
: (camera->getPosition() - glm::vec3(0.0f, 0.0f, 5.0f));
|
2026-02-04 23:30:03 -08:00
|
|
|
if (spawnSnapToGround && renderer->getTerrainManager()) {
|
2026-02-04 13:29:27 -08:00
|
|
|
auto terrainH = renderer->getTerrainManager()->getHeightAt(spawnPos.x, spawnPos.y);
|
|
|
|
|
if (terrainH) {
|
|
|
|
|
spawnPos.z = *terrainH + 0.1f;
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
uint32_t instanceId = charRenderer->createInstance(1, spawnPos,
|
2026-02-03 14:26:08 -08:00
|
|
|
glm::vec3(0.0f), 1.0f); // Scale 1.0 = normal WoW character size
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
|
|
|
if (instanceId > 0) {
|
2026-02-12 14:55:27 -08:00
|
|
|
// Set up third-person follow
|
|
|
|
|
renderer->getCharacterPosition() = spawnPos;
|
|
|
|
|
renderer->setCharacterFollow(instanceId);
|
|
|
|
|
|
|
|
|
|
// Default geosets for the active character (match CharacterPreview logic).
|
|
|
|
|
// Previous hardcoded values (notably always inserting 101) caused wrong hair meshes in-world.
|
|
|
|
|
std::unordered_set<uint16_t> activeGeosets;
|
2026-02-15 20:53:01 -08:00
|
|
|
// Body parts (group 0: IDs 0-99, some models use up to 27)
|
|
|
|
|
for (uint16_t i = 0; i <= 99; i++) activeGeosets.insert(i);
|
2026-02-12 14:55:27 -08:00
|
|
|
|
|
|
|
|
uint8_t hairStyleId = 0;
|
|
|
|
|
uint8_t facialId = 0;
|
|
|
|
|
if (gameHandler) {
|
|
|
|
|
if (const game::Character* ch = gameHandler->getActiveCharacter()) {
|
|
|
|
|
hairStyleId = static_cast<uint8_t>((ch->appearanceBytes >> 16) & 0xFF);
|
|
|
|
|
facialId = ch->facialFeatures;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// Hair style geoset: group 1 = 100 + variation + 1
|
|
|
|
|
activeGeosets.insert(static_cast<uint16_t>(100 + hairStyleId + 1));
|
|
|
|
|
// Facial hair geoset: group 2 = 200 + variation + 1
|
|
|
|
|
activeGeosets.insert(static_cast<uint16_t>(200 + facialId + 1));
|
2026-02-15 20:53:01 -08:00
|
|
|
activeGeosets.insert(401); // Bare forearms (no gloves) — group 4
|
2026-02-15 20:59:29 -08:00
|
|
|
activeGeosets.insert(502); // Bare shins (no boots) — group 5
|
Fix PopStyleVar mismatches and character geoset IDs
Fix 9 PopStyleVar(2) calls that should be PopStyleVar(1) across
player frame, target frame, cast bar, party frames, buff bar, escape
menu, death dialog, and resurrect dialog. Fix action bar from
PopStyleVar(2) to PopStyleVar(4) to match 4 pushes.
Fix character geoset defaults: 301→302 (bare hands), 701→702 (ears),
1501→1502 (back/cloak), add 802 (wristbands). No WoW character model
uses geoset 301/701/1501; all use 302/702/1502 as base. This fixes
missing hands/arms on undead and other races with separate hand meshes.
2026-02-15 06:09:38 -08:00
|
|
|
activeGeosets.insert(702); // Ears: default
|
2026-02-15 20:53:01 -08:00
|
|
|
activeGeosets.insert(801); // Bare wrists (no chest armor sleeves) — group 8
|
|
|
|
|
activeGeosets.insert(902); // Kneepads: default — group 9
|
|
|
|
|
activeGeosets.insert(1301); // Bare legs (no pants) — group 13
|
|
|
|
|
activeGeosets.insert(1502); // No cloak — group 15
|
|
|
|
|
activeGeosets.insert(2002); // Bare feet — group 20
|
2026-02-12 14:55:27 -08:00
|
|
|
// 1703 = DK eye glow mesh — skip for normal characters
|
|
|
|
|
// Normal eyes are part of the face texture on the body mesh
|
|
|
|
|
charRenderer->setActiveGeosets(instanceId, activeGeosets);
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
|
|
|
// Play idle animation (Stand = animation ID 0)
|
|
|
|
|
charRenderer->playAnimation(instanceId, 0, true);
|
|
|
|
|
LOG_INFO("Spawned player character at (",
|
|
|
|
|
static_cast<int>(spawnPos.x), ", ",
|
|
|
|
|
static_cast<int>(spawnPos.y), ", ",
|
|
|
|
|
static_cast<int>(spawnPos.z), ")");
|
|
|
|
|
playerCharacterSpawned = true;
|
|
|
|
|
|
2026-02-12 14:55:27 -08:00
|
|
|
// Track which character's appearance this instance represents so we can
|
|
|
|
|
// respawn if the user logs into a different character without restarting.
|
|
|
|
|
spawnedPlayerGuid_ = gameHandler ? gameHandler->getActiveCharacterGuid() : 0;
|
|
|
|
|
spawnedAppearanceBytes_ = 0;
|
|
|
|
|
spawnedFacialFeatures_ = 0;
|
|
|
|
|
if (gameHandler) {
|
|
|
|
|
if (const game::Character* ch = gameHandler->getActiveCharacter()) {
|
|
|
|
|
spawnedAppearanceBytes_ = ch->appearanceBytes;
|
|
|
|
|
spawnedFacialFeatures_ = ch->facialFeatures;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-03 14:26:08 -08:00
|
|
|
// Set up camera controller for first-person player hiding
|
|
|
|
|
if (renderer->getCameraController()) {
|
|
|
|
|
renderer->getCameraController()->setCharacterRenderer(charRenderer, instanceId);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
// Load equipped weapons (sword + shield)
|
|
|
|
|
loadEquippedWeapons();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Application::loadEquippedWeapons() {
|
|
|
|
|
if (!renderer || !renderer->getCharacterRenderer() || !assetManager || !assetManager->isInitialized())
|
|
|
|
|
return;
|
|
|
|
|
if (!gameHandler) return;
|
|
|
|
|
|
|
|
|
|
auto* charRenderer = renderer->getCharacterRenderer();
|
|
|
|
|
uint32_t charInstanceId = renderer->getCharacterInstanceId();
|
|
|
|
|
if (charInstanceId == 0) return;
|
|
|
|
|
|
|
|
|
|
auto& inventory = gameHandler->getInventory();
|
|
|
|
|
|
|
|
|
|
// Load ItemDisplayInfo.dbc
|
|
|
|
|
auto displayInfoDbc = assetManager->loadDBC("ItemDisplayInfo.dbc");
|
|
|
|
|
if (!displayInfoDbc) {
|
|
|
|
|
LOG_WARNING("loadEquippedWeapons: failed to load ItemDisplayInfo.dbc");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
// Mapping: EquipSlot → attachment ID (1=RightHand, 2=LeftHand)
|
|
|
|
|
struct WeaponSlot {
|
|
|
|
|
game::EquipSlot slot;
|
|
|
|
|
uint32_t attachmentId;
|
|
|
|
|
};
|
|
|
|
|
WeaponSlot weaponSlots[] = {
|
|
|
|
|
{ game::EquipSlot::MAIN_HAND, 1 },
|
|
|
|
|
{ game::EquipSlot::OFF_HAND, 2 },
|
|
|
|
|
};
|
|
|
|
|
|
2026-02-12 00:14:39 -08:00
|
|
|
if (weaponsSheathed_) {
|
|
|
|
|
for (const auto& ws : weaponSlots) {
|
|
|
|
|
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
|
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
for (const auto& ws : weaponSlots) {
|
|
|
|
|
const auto& equipSlot = inventory.getEquipSlot(ws.slot);
|
|
|
|
|
|
|
|
|
|
// If slot is empty or has no displayInfoId, detach any existing weapon
|
|
|
|
|
if (equipSlot.empty() || equipSlot.item.displayInfoId == 0) {
|
|
|
|
|
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uint32_t displayInfoId = equipSlot.item.displayInfoId;
|
|
|
|
|
int32_t recIdx = displayInfoDbc->findRecordById(displayInfoId);
|
|
|
|
|
if (recIdx < 0) {
|
|
|
|
|
LOG_WARNING("loadEquippedWeapons: displayInfoId ", displayInfoId, " not found in DBC");
|
|
|
|
|
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-12 22:56:36 -08:00
|
|
|
const auto* idiL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr;
|
|
|
|
|
std::string modelName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), idiL ? (*idiL)["LeftModel"] : 1);
|
|
|
|
|
std::string textureName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), idiL ? (*idiL)["LeftModelTexture"] : 3);
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
|
|
|
if (modelName.empty()) {
|
|
|
|
|
LOG_WARNING("loadEquippedWeapons: empty model name for displayInfoId ", displayInfoId);
|
|
|
|
|
charRenderer->detachWeapon(charInstanceId, 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) + ".m2";
|
|
|
|
|
} else {
|
|
|
|
|
modelFile += ".m2";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Try Weapon directory first, then Shield
|
|
|
|
|
std::string m2Path = "Item\\ObjectComponents\\Weapon\\" + modelFile;
|
|
|
|
|
auto m2Data = assetManager->readFile(m2Path);
|
|
|
|
|
if (m2Data.empty()) {
|
|
|
|
|
m2Path = "Item\\ObjectComponents\\Shield\\" + modelFile;
|
|
|
|
|
m2Data = assetManager->readFile(m2Path);
|
|
|
|
|
}
|
|
|
|
|
if (m2Data.empty()) {
|
|
|
|
|
LOG_WARNING("loadEquippedWeapons: failed to read ", modelFile);
|
|
|
|
|
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto weaponModel = pipeline::M2Loader::load(m2Data);
|
|
|
|
|
|
|
|
|
|
// Load skin file
|
|
|
|
|
std::string skinFile = modelFile;
|
|
|
|
|
{
|
|
|
|
|
size_t dotPos = skinFile.rfind('.');
|
|
|
|
|
if (dotPos != std::string::npos) {
|
|
|
|
|
skinFile = skinFile.substr(0, dotPos) + "00.skin";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// Try same directory as m2
|
|
|
|
|
std::string skinDir = m2Path.substr(0, m2Path.rfind('\\') + 1);
|
|
|
|
|
auto skinData = assetManager->readFile(skinDir + skinFile);
|
2026-02-14 13:57:54 -08:00
|
|
|
if (!skinData.empty() && weaponModel.version >= 264) {
|
2026-02-02 12:24:50 -08:00
|
|
|
pipeline::M2Loader::loadSkin(skinData, weaponModel);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!weaponModel.isValid()) {
|
|
|
|
|
LOG_WARNING("loadEquippedWeapons: invalid weapon model from ", m2Path);
|
|
|
|
|
charRenderer->detachWeapon(charInstanceId, 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";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uint32_t weaponModelId = nextWeaponModelId_++;
|
|
|
|
|
bool ok = charRenderer->attachWeapon(charInstanceId, ws.attachmentId,
|
|
|
|
|
weaponModel, weaponModelId, texturePath);
|
|
|
|
|
if (ok) {
|
|
|
|
|
LOG_INFO("Equipped weapon: ", m2Path, " at attachment ", ws.attachmentId);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 17:27:20 -08:00
|
|
|
void Application::buildFactionHostilityMap(uint8_t playerRace) {
|
|
|
|
|
if (!assetManager || !assetManager->isInitialized() || !gameHandler) return;
|
|
|
|
|
|
|
|
|
|
auto ftDbc = assetManager->loadDBC("FactionTemplate.dbc");
|
|
|
|
|
auto fDbc = assetManager->loadDBC("Faction.dbc");
|
|
|
|
|
if (!ftDbc || !ftDbc->isLoaded()) return;
|
|
|
|
|
|
|
|
|
|
// Race enum → race mask bit: race 1=0x1, 2=0x2, 3=0x4, 4=0x8, 5=0x10, 6=0x20, 7=0x40, 8=0x80, 10=0x200, 11=0x400
|
|
|
|
|
uint32_t playerRaceMask = 0;
|
|
|
|
|
if (playerRace >= 1 && playerRace <= 8) {
|
|
|
|
|
playerRaceMask = 1u << (playerRace - 1);
|
|
|
|
|
} else if (playerRace == 10) {
|
|
|
|
|
playerRaceMask = 0x200; // Blood Elf
|
|
|
|
|
} else if (playerRace == 11) {
|
|
|
|
|
playerRaceMask = 0x400; // Draenei
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Race → player faction template ID
|
|
|
|
|
// Human=1, Orc=2, Dwarf=3, NightElf=4, Undead=5, Tauren=6, Gnome=115, Troll=116, BloodElf=1610, Draenei=1629
|
|
|
|
|
uint32_t playerFtId = 0;
|
|
|
|
|
switch (playerRace) {
|
|
|
|
|
case 1: playerFtId = 1; break; // Human
|
|
|
|
|
case 2: playerFtId = 2; break; // Orc
|
|
|
|
|
case 3: playerFtId = 3; break; // Dwarf
|
|
|
|
|
case 4: playerFtId = 4; break; // Night Elf
|
|
|
|
|
case 5: playerFtId = 5; break; // Undead
|
|
|
|
|
case 6: playerFtId = 6; break; // Tauren
|
|
|
|
|
case 7: playerFtId = 115; break; // Gnome
|
|
|
|
|
case 8: playerFtId = 116; break; // Troll
|
|
|
|
|
case 10: playerFtId = 1610; break; // Blood Elf
|
|
|
|
|
case 11: playerFtId = 1629; break; // Draenei
|
|
|
|
|
default: playerFtId = 1; break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Build set of hostile parent faction IDs from Faction.dbc base reputation
|
2026-02-12 22:56:36 -08:00
|
|
|
const auto* facL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("Faction") : nullptr;
|
|
|
|
|
const auto* ftL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("FactionTemplate") : nullptr;
|
2026-02-06 17:27:20 -08:00
|
|
|
std::unordered_set<uint32_t> hostileParentFactions;
|
|
|
|
|
if (fDbc && fDbc->isLoaded()) {
|
2026-02-12 22:56:36 -08:00
|
|
|
const uint32_t facID = facL ? (*facL)["ID"] : 0;
|
|
|
|
|
const uint32_t facRaceMask0 = facL ? (*facL)["ReputationRaceMask0"] : 2;
|
|
|
|
|
const uint32_t facBase0 = facL ? (*facL)["ReputationBase0"] : 10;
|
2026-02-06 17:27:20 -08:00
|
|
|
for (uint32_t i = 0; i < fDbc->getRecordCount(); i++) {
|
2026-02-12 22:56:36 -08:00
|
|
|
uint32_t factionId = fDbc->getUInt32(i, facID);
|
2026-02-06 17:27:20 -08:00
|
|
|
for (int slot = 0; slot < 4; slot++) {
|
2026-02-12 22:56:36 -08:00
|
|
|
uint32_t raceMask = fDbc->getUInt32(i, facRaceMask0 + slot);
|
2026-02-06 17:27:20 -08:00
|
|
|
if (raceMask & playerRaceMask) {
|
2026-02-12 22:56:36 -08:00
|
|
|
int32_t baseRep = fDbc->getInt32(i, facBase0 + slot);
|
2026-02-06 17:27:20 -08:00
|
|
|
if (baseRep < 0) {
|
|
|
|
|
hostileParentFactions.insert(factionId);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
LOG_INFO("Faction.dbc: ", hostileParentFactions.size(), " factions hostile to race ", (int)playerRace);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Get player faction template data
|
2026-02-12 22:56:36 -08:00
|
|
|
const uint32_t ftID = ftL ? (*ftL)["ID"] : 0;
|
|
|
|
|
const uint32_t ftFaction = ftL ? (*ftL)["Faction"] : 1;
|
|
|
|
|
const uint32_t ftFG = ftL ? (*ftL)["FactionGroup"] : 3;
|
|
|
|
|
const uint32_t ftFriend = ftL ? (*ftL)["FriendGroup"] : 4;
|
|
|
|
|
const uint32_t ftEnemy = ftL ? (*ftL)["EnemyGroup"] : 5;
|
|
|
|
|
const uint32_t ftEnemy0 = ftL ? (*ftL)["Enemy0"] : 6;
|
2026-02-06 17:27:20 -08:00
|
|
|
uint32_t playerFriendGroup = 0;
|
|
|
|
|
uint32_t playerEnemyGroup = 0;
|
|
|
|
|
uint32_t playerFactionId = 0;
|
|
|
|
|
for (uint32_t i = 0; i < ftDbc->getRecordCount(); i++) {
|
2026-02-12 22:56:36 -08:00
|
|
|
if (ftDbc->getUInt32(i, ftID) == playerFtId) {
|
|
|
|
|
playerFriendGroup = ftDbc->getUInt32(i, ftFriend) | ftDbc->getUInt32(i, ftFG);
|
|
|
|
|
playerEnemyGroup = ftDbc->getUInt32(i, ftEnemy);
|
|
|
|
|
playerFactionId = ftDbc->getUInt32(i, ftFaction);
|
2026-02-06 17:27:20 -08:00
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Build hostility map for each faction template
|
|
|
|
|
std::unordered_map<uint32_t, bool> factionMap;
|
|
|
|
|
for (uint32_t i = 0; i < ftDbc->getRecordCount(); i++) {
|
2026-02-12 22:56:36 -08:00
|
|
|
uint32_t id = ftDbc->getUInt32(i, ftID);
|
|
|
|
|
uint32_t parentFaction = ftDbc->getUInt32(i, ftFaction);
|
|
|
|
|
uint32_t factionGroup = ftDbc->getUInt32(i, ftFG);
|
|
|
|
|
uint32_t friendGroup = ftDbc->getUInt32(i, ftFriend);
|
|
|
|
|
uint32_t enemyGroup = ftDbc->getUInt32(i, ftEnemy);
|
2026-02-06 17:27:20 -08:00
|
|
|
|
|
|
|
|
// 1. Symmetric group check
|
|
|
|
|
bool hostile = (enemyGroup & playerFriendGroup) != 0
|
|
|
|
|
|| (factionGroup & playerEnemyGroup) != 0;
|
|
|
|
|
|
|
|
|
|
// 2. Monster factionGroup bit (8)
|
|
|
|
|
if (!hostile && (factionGroup & 8) != 0) {
|
|
|
|
|
hostile = true;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-12 22:56:36 -08:00
|
|
|
// 3. Individual enemy faction IDs
|
2026-02-06 17:27:20 -08:00
|
|
|
if (!hostile && playerFactionId > 0) {
|
2026-02-12 22:56:36 -08:00
|
|
|
for (uint32_t e = ftEnemy0; e <= ftEnemy0 + 3; e++) {
|
2026-02-06 17:27:20 -08:00
|
|
|
if (ftDbc->getUInt32(i, e) == playerFactionId) {
|
|
|
|
|
hostile = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 4. Parent faction base reputation check (Faction.dbc)
|
|
|
|
|
if (!hostile && parentFaction > 0) {
|
|
|
|
|
if (hostileParentFactions.count(parentFaction)) {
|
|
|
|
|
hostile = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 5. If explicitly friendly (friendGroup includes player), override to non-hostile
|
|
|
|
|
if (hostile && (friendGroup & playerFriendGroup) != 0) {
|
|
|
|
|
hostile = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
factionMap[id] = hostile;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uint32_t hostileCount = 0;
|
|
|
|
|
for (const auto& [fid, h] : factionMap) { if (h) hostileCount++; }
|
|
|
|
|
gameHandler->setFactionHostileMap(std::move(factionMap));
|
|
|
|
|
LOG_INFO("Faction hostility for race ", (int)playerRace, " (FT ", playerFtId, "): ",
|
|
|
|
|
hostileCount, "/", ftDbc->getRecordCount(),
|
|
|
|
|
" hostile (friendGroup=0x", std::hex, playerFriendGroup, ", enemyGroup=0x", playerEnemyGroup, std::dec, ")");
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 21:28:21 -08:00
|
|
|
void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float z) {
|
|
|
|
|
if (!renderer || !assetManager || !assetManager->isInitialized()) {
|
|
|
|
|
LOG_WARNING("Cannot load online terrain: renderer or assets not ready");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 14:49:53 -08:00
|
|
|
// --- Loading screen for online mode ---
|
|
|
|
|
rendering::LoadingScreen loadingScreen;
|
|
|
|
|
bool loadingScreenOk = loadingScreen.initialize();
|
|
|
|
|
|
|
|
|
|
auto showProgress = [&](const char* msg, float progress) {
|
|
|
|
|
SDL_Event event;
|
|
|
|
|
while (SDL_PollEvent(&event)) {
|
|
|
|
|
if (event.type == SDL_QUIT) {
|
|
|
|
|
window->setShouldClose(true);
|
|
|
|
|
loadingScreen.shutdown();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
if (event.type == SDL_WINDOWEVENT &&
|
|
|
|
|
event.window.event == SDL_WINDOWEVENT_RESIZED) {
|
|
|
|
|
int w = event.window.data1;
|
|
|
|
|
int h = event.window.data2;
|
|
|
|
|
window->setSize(w, h);
|
|
|
|
|
glViewport(0, 0, w, h);
|
|
|
|
|
if (renderer && renderer->getCamera()) {
|
|
|
|
|
renderer->getCamera()->setAspectRatio(static_cast<float>(w) / h);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (!loadingScreenOk) return;
|
|
|
|
|
loadingScreen.setStatus(msg);
|
|
|
|
|
loadingScreen.setProgress(progress);
|
|
|
|
|
loadingScreen.render();
|
|
|
|
|
window->swapBuffers();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
showProgress("Entering world...", 0.0f);
|
|
|
|
|
|
2026-02-11 22:27:02 -08:00
|
|
|
// Resolve map folder name from Map.dbc (authoritative for world/instance maps).
|
|
|
|
|
// This is required for instances like DeeprunTram (map 369) that are not Azeroth/Kalimdor.
|
2026-02-14 00:00:26 -08:00
|
|
|
if (!mapNameCacheLoaded_ && assetManager) {
|
|
|
|
|
mapNameCacheLoaded_ = true;
|
2026-02-11 22:27:02 -08:00
|
|
|
if (auto mapDbc = assetManager->loadDBC("Map.dbc"); mapDbc && mapDbc->isLoaded()) {
|
2026-02-14 00:00:26 -08:00
|
|
|
mapNameById_.reserve(mapDbc->getRecordCount());
|
2026-02-12 22:56:36 -08:00
|
|
|
const auto* mapL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("Map") : nullptr;
|
2026-02-11 22:27:02 -08:00
|
|
|
for (uint32_t i = 0; i < mapDbc->getRecordCount(); i++) {
|
2026-02-12 22:56:36 -08:00
|
|
|
uint32_t id = mapDbc->getUInt32(i, mapL ? (*mapL)["ID"] : 0);
|
|
|
|
|
std::string internalName = mapDbc->getString(i, mapL ? (*mapL)["InternalName"] : 1);
|
2026-02-14 00:00:26 -08:00
|
|
|
if (!internalName.empty() && mapNameById_.find(id) == mapNameById_.end()) {
|
|
|
|
|
mapNameById_[id] = std::move(internalName);
|
2026-02-11 22:27:02 -08:00
|
|
|
}
|
|
|
|
|
}
|
2026-02-14 00:00:26 -08:00
|
|
|
LOG_INFO("Loaded Map.dbc map-name cache: ", mapNameById_.size(), " entries");
|
2026-02-11 22:27:02 -08:00
|
|
|
} else {
|
|
|
|
|
LOG_WARNING("Map.dbc not available; using fallback map-id mapping");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::string mapName;
|
2026-02-14 00:00:26 -08:00
|
|
|
if (auto it = mapNameById_.find(mapId); it != mapNameById_.end()) {
|
2026-02-11 22:27:02 -08:00
|
|
|
mapName = it->second;
|
|
|
|
|
} else {
|
|
|
|
|
mapName = mapIdToName(mapId);
|
|
|
|
|
}
|
|
|
|
|
if (mapName.empty()) {
|
|
|
|
|
LOG_WARNING("Unknown mapId ", mapId, " (no Map.dbc entry); falling back to Azeroth");
|
|
|
|
|
mapName = "Azeroth";
|
|
|
|
|
}
|
2026-02-05 21:28:21 -08:00
|
|
|
LOG_INFO("Loading online world terrain for map '", mapName, "' (ID ", mapId, ")");
|
|
|
|
|
|
|
|
|
|
// Convert server coordinates to canonical WoW coordinates
|
|
|
|
|
// Server sends: X=West (canonical.Y), Y=North (canonical.X), Z=Up
|
|
|
|
|
glm::vec3 spawnCanonical = core::coords::serverToCanonical(glm::vec3(x, y, z));
|
|
|
|
|
glm::vec3 spawnRender = core::coords::canonicalToRender(spawnCanonical);
|
|
|
|
|
|
|
|
|
|
// Set camera position
|
|
|
|
|
if (renderer->getCameraController()) {
|
2026-02-07 16:59:20 -08:00
|
|
|
renderer->getCameraController()->setOnlineMode(true);
|
2026-02-05 21:28:21 -08:00
|
|
|
renderer->getCameraController()->setDefaultSpawn(spawnRender, 0.0f, 15.0f);
|
|
|
|
|
renderer->getCameraController()->reset();
|
2026-02-06 13:47:03 -08:00
|
|
|
renderer->getCameraController()->startIntroPan(2.8f, 140.0f);
|
2026-02-05 21:28:21 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Set map name for WMO renderer
|
|
|
|
|
if (renderer->getWMORenderer()) {
|
|
|
|
|
renderer->getWMORenderer()->setMapName(mapName);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Set map name for terrain manager
|
|
|
|
|
if (renderer->getTerrainManager()) {
|
|
|
|
|
renderer->getTerrainManager()->setMapName(mapName);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-11 00:54:38 -08:00
|
|
|
// Connect TransportManager to WMORenderer (for server transports)
|
|
|
|
|
if (gameHandler && gameHandler->getTransportManager() && renderer->getWMORenderer()) {
|
|
|
|
|
gameHandler->getTransportManager()->setWMORenderer(renderer->getWMORenderer());
|
|
|
|
|
LOG_INFO("TransportManager connected to WMORenderer for online mode");
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-11 02:23:37 -08:00
|
|
|
// Connect WMORenderer to M2Renderer (for hierarchical transforms: doodads following WMO parents)
|
|
|
|
|
if (renderer->getWMORenderer() && renderer->getM2Renderer()) {
|
|
|
|
|
renderer->getWMORenderer()->setM2Renderer(renderer->getM2Renderer());
|
|
|
|
|
LOG_INFO("WMORenderer connected to M2Renderer for hierarchical doodad transforms");
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 14:49:53 -08:00
|
|
|
showProgress("Loading character model...", 0.05f);
|
|
|
|
|
|
2026-02-06 17:27:20 -08:00
|
|
|
// Build faction hostility map for this character's race
|
|
|
|
|
if (gameHandler) {
|
|
|
|
|
const game::Character* activeChar = gameHandler->getActiveCharacter();
|
|
|
|
|
if (activeChar) {
|
|
|
|
|
buildFactionHostilityMap(static_cast<uint8_t>(activeChar->race));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 16:59:20 -08:00
|
|
|
// Spawn player model for online mode (skip if already spawned, e.g. teleport)
|
2026-02-06 14:49:53 -08:00
|
|
|
if (gameHandler) {
|
|
|
|
|
const game::Character* activeChar = gameHandler->getActiveCharacter();
|
|
|
|
|
if (activeChar) {
|
2026-02-12 14:55:27 -08:00
|
|
|
const uint64_t activeGuid = gameHandler->getActiveCharacterGuid();
|
|
|
|
|
const bool appearanceChanged =
|
|
|
|
|
(activeGuid != spawnedPlayerGuid_) ||
|
|
|
|
|
(activeChar->appearanceBytes != spawnedAppearanceBytes_) ||
|
|
|
|
|
(activeChar->facialFeatures != spawnedFacialFeatures_) ||
|
|
|
|
|
(activeChar->race != playerRace_) ||
|
|
|
|
|
(activeChar->gender != playerGender_) ||
|
|
|
|
|
(activeChar->characterClass != playerClass_);
|
|
|
|
|
|
|
|
|
|
if (!playerCharacterSpawned || appearanceChanged) {
|
|
|
|
|
if (appearanceChanged) {
|
|
|
|
|
LOG_INFO("Respawning player model for new/changed character: guid=0x",
|
|
|
|
|
std::hex, activeGuid, std::dec);
|
|
|
|
|
}
|
|
|
|
|
// Remove old instance so we don't keep stale visuals.
|
|
|
|
|
if (renderer && renderer->getCharacterRenderer()) {
|
|
|
|
|
uint32_t oldInst = renderer->getCharacterInstanceId();
|
|
|
|
|
if (oldInst > 0) {
|
|
|
|
|
renderer->setCharacterFollow(0);
|
|
|
|
|
renderer->clearMount();
|
|
|
|
|
renderer->getCharacterRenderer()->removeInstance(oldInst);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
playerCharacterSpawned = false;
|
|
|
|
|
spawnedPlayerGuid_ = 0;
|
|
|
|
|
spawnedAppearanceBytes_ = 0;
|
|
|
|
|
spawnedFacialFeatures_ = 0;
|
|
|
|
|
|
2026-02-07 16:59:20 -08:00
|
|
|
playerRace_ = activeChar->race;
|
|
|
|
|
playerGender_ = activeChar->gender;
|
|
|
|
|
playerClass_ = activeChar->characterClass;
|
|
|
|
|
spawnSnapToGround = false;
|
2026-02-12 14:55:27 -08:00
|
|
|
weaponsSheathed_ = false;
|
|
|
|
|
loadEquippedWeapons(); // will no-op until instance exists
|
2026-02-07 16:59:20 -08:00
|
|
|
spawnPlayerCharacter();
|
|
|
|
|
}
|
2026-02-06 14:49:53 -08:00
|
|
|
renderer->getCharacterPosition() = spawnRender;
|
2026-02-07 16:59:20 -08:00
|
|
|
LOG_INFO("Online player at render pos (", spawnRender.x, ", ", spawnRender.y, ", ", spawnRender.z, ")");
|
2026-02-06 14:49:53 -08:00
|
|
|
} else {
|
|
|
|
|
LOG_WARNING("No active character found for player model spawning");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
showProgress("Loading terrain...", 0.20f);
|
|
|
|
|
|
2026-02-05 21:28:21 -08:00
|
|
|
// Compute ADT tile from canonical coordinates
|
|
|
|
|
auto [tileX, tileY] = core::coords::canonicalToTile(spawnCanonical.x, spawnCanonical.y);
|
|
|
|
|
std::string adtPath = "World\\Maps\\" + mapName + "\\" + mapName + "_" +
|
|
|
|
|
std::to_string(tileX) + "_" + std::to_string(tileY) + ".adt";
|
|
|
|
|
LOG_INFO("Loading ADT tile [", tileX, ",", tileY, "] from canonical (",
|
|
|
|
|
spawnCanonical.x, ", ", spawnCanonical.y, ", ", spawnCanonical.z, ")");
|
|
|
|
|
|
|
|
|
|
// Load the initial terrain tile
|
|
|
|
|
bool terrainOk = renderer->loadTestTerrain(assetManager.get(), adtPath);
|
|
|
|
|
if (!terrainOk) {
|
|
|
|
|
LOG_WARNING("Could not load terrain for online world - atmospheric rendering only");
|
|
|
|
|
} else {
|
|
|
|
|
LOG_INFO("Online world terrain loading initiated");
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 14:49:53 -08:00
|
|
|
showProgress("Streaming terrain tiles...", 0.35f);
|
2026-02-05 22:47:21 -08:00
|
|
|
|
2026-02-06 14:49:53 -08:00
|
|
|
// Wait for surrounding terrain tiles to stream in
|
|
|
|
|
if (terrainOk && renderer->getTerrainManager() && renderer->getCamera()) {
|
|
|
|
|
auto* terrainMgr = renderer->getTerrainManager();
|
|
|
|
|
auto* camera = renderer->getCamera();
|
2026-02-05 22:47:21 -08:00
|
|
|
|
2026-02-06 14:56:26 -08:00
|
|
|
// Trigger tile streaming for surrounding area
|
2026-02-06 14:49:53 -08:00
|
|
|
terrainMgr->update(*camera, 1.0f);
|
2026-02-05 22:47:21 -08:00
|
|
|
|
2026-02-06 14:49:53 -08:00
|
|
|
auto startTime = std::chrono::high_resolution_clock::now();
|
2026-02-06 18:40:09 -08:00
|
|
|
auto lastProgressTime = startTime;
|
|
|
|
|
const float maxWaitSeconds = 20.0f;
|
|
|
|
|
const float stallSeconds = 5.0f;
|
2026-02-06 14:56:26 -08:00
|
|
|
int initialRemaining = terrainMgr->getRemainingTileCount();
|
|
|
|
|
if (initialRemaining < 1) initialRemaining = 1;
|
2026-02-06 18:40:09 -08:00
|
|
|
int lastRemaining = initialRemaining;
|
2026-02-05 22:47:21 -08:00
|
|
|
|
2026-02-06 14:56:26 -08:00
|
|
|
// Wait until all pending + ready-queue tiles are finalized
|
|
|
|
|
while (terrainMgr->getRemainingTileCount() > 0) {
|
2026-02-06 14:49:53 -08:00
|
|
|
SDL_Event event;
|
|
|
|
|
while (SDL_PollEvent(&event)) {
|
|
|
|
|
if (event.type == SDL_QUIT) {
|
|
|
|
|
window->setShouldClose(true);
|
|
|
|
|
loadingScreen.shutdown();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
if (event.type == SDL_WINDOWEVENT &&
|
|
|
|
|
event.window.event == SDL_WINDOWEVENT_RESIZED) {
|
|
|
|
|
int w = event.window.data1;
|
|
|
|
|
int h = event.window.data2;
|
|
|
|
|
window->setSize(w, h);
|
|
|
|
|
glViewport(0, 0, w, h);
|
|
|
|
|
if (renderer->getCamera()) {
|
|
|
|
|
renderer->getCamera()->setAspectRatio(static_cast<float>(w) / h);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 14:56:26 -08:00
|
|
|
// Trigger new streaming and process ALL ready tiles (not just 2)
|
2026-02-06 14:49:53 -08:00
|
|
|
terrainMgr->update(*camera, 0.016f);
|
2026-02-06 14:56:26 -08:00
|
|
|
terrainMgr->processAllReadyTiles();
|
2026-02-06 14:49:53 -08:00
|
|
|
|
|
|
|
|
if (loadingScreenOk) {
|
2026-02-06 14:56:26 -08:00
|
|
|
int remaining = terrainMgr->getRemainingTileCount();
|
2026-02-06 14:49:53 -08:00
|
|
|
int loaded = terrainMgr->getLoadedTileCount();
|
2026-02-06 14:56:26 -08:00
|
|
|
float tileProgress = static_cast<float>(initialRemaining - remaining) / initialRemaining;
|
|
|
|
|
if (tileProgress < 0.0f) tileProgress = 0.0f;
|
2026-02-06 14:49:53 -08:00
|
|
|
float progress = 0.35f + tileProgress * 0.50f;
|
|
|
|
|
char buf[128];
|
|
|
|
|
snprintf(buf, sizeof(buf), "Loading terrain... %d tiles loaded, %d remaining",
|
2026-02-06 14:56:26 -08:00
|
|
|
loaded, remaining);
|
2026-02-06 14:49:53 -08:00
|
|
|
loadingScreen.setStatus(buf);
|
|
|
|
|
loadingScreen.setProgress(progress);
|
|
|
|
|
loadingScreen.render();
|
|
|
|
|
window->swapBuffers();
|
2026-02-06 18:40:09 -08:00
|
|
|
|
|
|
|
|
if (remaining != lastRemaining) {
|
|
|
|
|
lastRemaining = remaining;
|
|
|
|
|
lastProgressTime = std::chrono::high_resolution_clock::now();
|
|
|
|
|
}
|
2026-02-06 14:49:53 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto elapsed = std::chrono::high_resolution_clock::now() - startTime;
|
|
|
|
|
if (std::chrono::duration<float>(elapsed).count() > maxWaitSeconds) {
|
|
|
|
|
LOG_WARNING("Online terrain streaming timeout after ", maxWaitSeconds, "s");
|
|
|
|
|
break;
|
|
|
|
|
}
|
2026-02-06 18:40:09 -08:00
|
|
|
auto stalledFor = std::chrono::high_resolution_clock::now() - lastProgressTime;
|
|
|
|
|
if (std::chrono::duration<float>(stalledFor).count() > stallSeconds) {
|
|
|
|
|
LOG_WARNING("Online terrain streaming stalled for ", stallSeconds,
|
|
|
|
|
"s (remaining=", lastRemaining, "), continuing without full preload");
|
|
|
|
|
break;
|
|
|
|
|
}
|
2026-02-06 14:49:53 -08:00
|
|
|
|
|
|
|
|
SDL_Delay(16);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Online terrain streaming complete: ", terrainMgr->getLoadedTileCount(), " tiles loaded");
|
|
|
|
|
|
|
|
|
|
// Load/precompute collision cache
|
|
|
|
|
if (renderer->getWMORenderer()) {
|
|
|
|
|
showProgress("Building collision cache...", 0.88f);
|
|
|
|
|
renderer->getWMORenderer()->loadFloorCache();
|
|
|
|
|
if (renderer->getWMORenderer()->getFloorCacheSize() == 0) {
|
|
|
|
|
renderer->getWMORenderer()->precomputeFloorCache();
|
|
|
|
|
}
|
2026-02-05 22:47:21 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 13:50:30 -08:00
|
|
|
// Snap player to loaded terrain so they don't spawn underground
|
|
|
|
|
if (renderer->getCameraController()) {
|
|
|
|
|
renderer->getCameraController()->reset();
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 14:49:53 -08:00
|
|
|
showProgress("Entering world...", 1.0f);
|
|
|
|
|
|
|
|
|
|
if (loadingScreenOk) {
|
|
|
|
|
loadingScreen.shutdown();
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-10 21:29:10 -08:00
|
|
|
// Set up test transport (development feature)
|
|
|
|
|
setupTestTransport();
|
|
|
|
|
|
|
|
|
|
// Set up NPC animation callbacks (for online creatures)
|
|
|
|
|
if (gameHandler && renderer && renderer->getCharacterRenderer()) {
|
|
|
|
|
auto* cr = renderer->getCharacterRenderer();
|
|
|
|
|
auto* app = this;
|
|
|
|
|
|
|
|
|
|
gameHandler->setNpcDeathCallback([cr, app](uint64_t guid) {
|
|
|
|
|
auto it = app->creatureInstances_.find(guid);
|
|
|
|
|
if (it != app->creatureInstances_.end() && cr) {
|
|
|
|
|
cr->playAnimation(it->second, 1, false); // animation ID 1 = Death
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
gameHandler->setNpcRespawnCallback([cr, app](uint64_t guid) {
|
|
|
|
|
auto it = app->creatureInstances_.find(guid);
|
|
|
|
|
if (it != app->creatureInstances_.end() && cr) {
|
|
|
|
|
cr->playAnimation(it->second, 0, true); // animation ID 0 = Idle
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
gameHandler->setNpcSwingCallback([cr, app](uint64_t guid) {
|
|
|
|
|
auto it = app->creatureInstances_.find(guid);
|
|
|
|
|
if (it != app->creatureInstances_.end() && cr) {
|
|
|
|
|
cr->playAnimation(it->second, 16, false); // animation ID 16 = Attack1
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 21:28:21 -08:00
|
|
|
// Set game state
|
|
|
|
|
setState(AppState::IN_GAME);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 21:55:52 -08:00
|
|
|
void Application::buildCreatureDisplayLookups() {
|
|
|
|
|
if (creatureLookupsBuilt_ || !assetManager || !assetManager->isInitialized()) return;
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Building creature display lookups from DBC files");
|
|
|
|
|
|
2026-02-05 22:47:21 -08:00
|
|
|
// 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
|
2026-02-05 21:55:52 -08:00
|
|
|
if (auto cdi = assetManager->loadDBC("CreatureDisplayInfo.dbc"); cdi && cdi->isLoaded()) {
|
2026-02-12 22:56:36 -08:00
|
|
|
const auto* cdiL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CreatureDisplayInfo") : nullptr;
|
2026-02-05 21:55:52 -08:00
|
|
|
for (uint32_t i = 0; i < cdi->getRecordCount(); i++) {
|
2026-02-05 22:47:21 -08:00
|
|
|
CreatureDisplayData data;
|
2026-02-12 22:56:36 -08:00
|
|
|
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;
|
2026-02-05 22:47:21 -08:00
|
|
|
}
|
|
|
|
|
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
|
|
|
|
|
// Col 8-18: Item display IDs (equipment slots)
|
|
|
|
|
// Col 19: Flags
|
|
|
|
|
// Col 20: BakeName (pre-baked texture path)
|
|
|
|
|
if (auto cdie = assetManager->loadDBC("CreatureDisplayInfoExtra.dbc"); cdie && cdie->isLoaded()) {
|
2026-02-12 22:56:36 -08:00
|
|
|
const auto* cdieL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CreatureDisplayInfoExtra") : nullptr;
|
|
|
|
|
const uint32_t cdieEquip0 = cdieL ? (*cdieL)["EquipDisplay0"] : 8;
|
2026-02-05 22:47:21 -08:00
|
|
|
uint32_t withBakeName = 0;
|
|
|
|
|
for (uint32_t i = 0; i < cdie->getRecordCount(); i++) {
|
|
|
|
|
HumanoidDisplayExtra extra;
|
2026-02-12 22:56:36 -08:00
|
|
|
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));
|
2026-02-05 22:57:32 -08:00
|
|
|
for (int eq = 0; eq < 11; eq++) {
|
2026-02-12 22:56:36 -08:00
|
|
|
extra.equipDisplayId[eq] = cdie->getUInt32(i, cdieEquip0 + eq);
|
2026-02-05 22:57:32 -08:00
|
|
|
}
|
2026-02-12 22:56:36 -08:00
|
|
|
extra.bakeName = cdie->getString(i, cdieL ? (*cdieL)["BakeName"] : 20);
|
2026-02-05 22:47:21 -08:00
|
|
|
if (!extra.bakeName.empty()) withBakeName++;
|
2026-02-12 22:56:36 -08:00
|
|
|
humanoidExtraMap_[cdie->getUInt32(i, cdieL ? (*cdieL)["ID"] : 0)] = extra;
|
2026-02-05 21:55:52 -08:00
|
|
|
}
|
2026-02-05 22:47:21 -08:00
|
|
|
LOG_INFO("Loaded ", humanoidExtraMap_.size(), " humanoid display extra entries (", withBakeName, " with baked textures)");
|
2026-02-05 21:55:52 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// CreatureModelData.dbc: modelId (col 0) → modelPath (col 2, .mdx → .m2)
|
|
|
|
|
if (auto cmd = assetManager->loadDBC("CreatureModelData.dbc"); cmd && cmd->isLoaded()) {
|
2026-02-12 22:56:36 -08:00
|
|
|
const auto* cmdL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CreatureModelData") : nullptr;
|
2026-02-05 21:55:52 -08:00
|
|
|
for (uint32_t i = 0; i < cmd->getRecordCount(); i++) {
|
2026-02-12 22:56:36 -08:00
|
|
|
std::string mdx = cmd->getString(i, cmdL ? (*cmdL)["ModelPath"] : 2);
|
2026-02-05 21:55:52 -08:00
|
|
|
if (mdx.empty()) continue;
|
|
|
|
|
if (mdx.size() >= 4) {
|
|
|
|
|
mdx = mdx.substr(0, mdx.size() - 4) + ".m2";
|
|
|
|
|
}
|
2026-02-12 22:56:36 -08:00
|
|
|
modelIdToPath_[cmd->getUInt32(i, cmdL ? (*cmdL)["ID"] : 0)] = mdx;
|
2026-02-05 21:55:52 -08:00
|
|
|
}
|
|
|
|
|
LOG_INFO("Loaded ", modelIdToPath_.size(), " model→path mappings");
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-08 03:05:38 -08:00
|
|
|
// 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>(::tolower(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);
|
|
|
|
|
uint32_t modelId = 0;
|
|
|
|
|
for (const auto& [mid, path] : modelIdToPath_) {
|
|
|
|
|
if (normalizePath(path) == target) {
|
|
|
|
|
modelId = mid;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (modelId == 0) return 0;
|
|
|
|
|
uint32_t bestDisplayId = 0;
|
|
|
|
|
int bestScore = -1;
|
|
|
|
|
for (const auto& [dispId, data] : displayDataMap_) {
|
|
|
|
|
if (data.modelId != modelId) 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");
|
|
|
|
|
LOG_INFO("Taxi mount displayIds: gryphon=", gryphonDisplayId_, " wyvern=", wyvernDisplayId_);
|
|
|
|
|
|
2026-02-06 01:02:35 -08:00
|
|
|
// 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()) {
|
2026-02-12 22:56:36 -08:00
|
|
|
const auto* chgL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CharHairGeosets") : nullptr;
|
2026-02-06 01:02:35 -08:00
|
|
|
for (uint32_t i = 0; i < chg->getRecordCount(); i++) {
|
2026-02-12 22:56:36 -08:00
|
|
|
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);
|
2026-02-06 01:02:35 -08:00
|
|
|
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");
|
|
|
|
|
// Debug: dump Human Male (race=1, sex=0) hair geoset mappings
|
|
|
|
|
for (uint32_t v = 0; v < 20; v++) {
|
|
|
|
|
uint32_t k = (1u << 16) | (0u << 8) | v;
|
|
|
|
|
auto it = hairGeosetMap_.find(k);
|
|
|
|
|
if (it != hairGeosetMap_.end()) {
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 01:36:06 -08:00
|
|
|
// 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
|
2026-02-06 01:02:35 -08:00
|
|
|
if (auto cfh = assetManager->loadDBC("CharacterFacialHairStyles.dbc"); cfh && cfh->isLoaded()) {
|
2026-02-12 22:56:36 -08:00
|
|
|
const auto* cfhL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CharacterFacialHairStyles") : nullptr;
|
2026-02-06 01:02:35 -08:00
|
|
|
for (uint32_t i = 0; i < cfh->getRecordCount(); i++) {
|
2026-02-12 22:56:36 -08:00
|
|
|
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);
|
2026-02-06 01:02:35 -08:00
|
|
|
uint32_t key = (raceId << 16) | (sexId << 8) | variation;
|
|
|
|
|
FacialHairGeosets fhg;
|
2026-02-12 22:56:36 -08:00
|
|
|
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));
|
2026-02-06 01:02:35 -08:00
|
|
|
facialHairGeosetMap_[key] = fhg;
|
|
|
|
|
}
|
2026-02-06 01:36:06 -08:00
|
|
|
LOG_INFO("Loaded ", facialHairGeosetMap_.size(), " facial hair geoset mappings from CharacterFacialHairStyles.dbc");
|
2026-02-06 01:02:35 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-05 21:55:52 -08:00
|
|
|
creatureLookupsBuilt_ = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::string Application::getModelPathForDisplayId(uint32_t displayId) const {
|
2026-02-08 03:05:38 -08:00
|
|
|
if (displayId == 30412) return "Creature\\Gryphon\\Gryphon.m2";
|
|
|
|
|
if (displayId == 30413) return "Creature\\Wyvern\\Wyvern.m2";
|
2026-02-05 22:47:21 -08:00
|
|
|
auto itData = displayDataMap_.find(displayId);
|
2026-02-08 03:05:38 -08:00
|
|
|
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";
|
|
|
|
|
return "";
|
|
|
|
|
}
|
2026-02-05 21:55:52 -08:00
|
|
|
|
2026-02-05 22:47:21 -08:00
|
|
|
auto itPath = modelIdToPath_.find(itData->second.modelId);
|
2026-02-05 21:55:52 -08:00
|
|
|
if (itPath == modelIdToPath_.end()) return "";
|
|
|
|
|
|
|
|
|
|
return itPath->second;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-09 02:22:20 -08:00
|
|
|
audio::VoiceType Application::detectVoiceTypeFromDisplayId(uint32_t displayId) const {
|
|
|
|
|
// Look up display data
|
|
|
|
|
auto itDisplay = displayDataMap_.find(displayId);
|
|
|
|
|
if (itDisplay == displayDataMap_.end() || itDisplay->second.extraDisplayId == 0) {
|
Add comprehensive NPC voice system with interaction and combat sounds
Implements full NPC voice interaction system supporting 6 different sound categories
for all playable races/genders. System loads ~450+ voice clips from MPQ archives.
Voice Categories:
- Greeting: Play on NPC right-click interaction
- Farewell: Play when closing gossip/dialog windows
- Vendor: Play when opening merchant/vendor windows
- Pissed: Play after clicking NPC 5+ times (spam protection)
- Aggro: Play when NPC enters combat with player
- Flee: Play when NPC is fleeing (ready for low-health triggers)
Features:
- Race/gender detection from NPC display IDs via CreatureDisplayInfoExtra.dbc
- Intelligent click tracking for pissed sounds
- Combat sounds use player character vocal files for humanoid NPCs
- Cooldown system prevents voice spam (2s default, combat sounds bypass)
- Generic fallback voices for unsupported NPC types
- 3D positional audio support
Voice Support:
- All playable races: Human, Dwarf, Gnome, Night Elf, Orc, Tauren, Troll, Undead
- Male and female variants for each race
- StandardNPC sounds for social interactions
- Character vocal sounds for combat
Technical Changes:
- Refactored NpcVoiceManager to support multiple sound categories
- Added callbacks: NpcFarewell, NpcVendor, NpcAggro
- Extended voice loading to parse both StandardNPC and Character vocal paths
- Integrated with GameHandler for gossip, vendor, and combat events
- Added detailed voice detection logging for debugging
Also includes:
- Sound manifest files added to docs/ for reference
- Blacksmith hammer pitch increased to 1.6x (was 1.4x)
- Blacksmith volume reduced 30% to 0.25 (was 0.35)
2026-02-09 16:03:51 -08:00
|
|
|
LOG_INFO("Voice detection: displayId ", displayId, " -> GENERIC (no display data)");
|
2026-02-09 02:22:20 -08:00
|
|
|
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()) {
|
Add comprehensive NPC voice system with interaction and combat sounds
Implements full NPC voice interaction system supporting 6 different sound categories
for all playable races/genders. System loads ~450+ voice clips from MPQ archives.
Voice Categories:
- Greeting: Play on NPC right-click interaction
- Farewell: Play when closing gossip/dialog windows
- Vendor: Play when opening merchant/vendor windows
- Pissed: Play after clicking NPC 5+ times (spam protection)
- Aggro: Play when NPC enters combat with player
- Flee: Play when NPC is fleeing (ready for low-health triggers)
Features:
- Race/gender detection from NPC display IDs via CreatureDisplayInfoExtra.dbc
- Intelligent click tracking for pissed sounds
- Combat sounds use player character vocal files for humanoid NPCs
- Cooldown system prevents voice spam (2s default, combat sounds bypass)
- Generic fallback voices for unsupported NPC types
- 3D positional audio support
Voice Support:
- All playable races: Human, Dwarf, Gnome, Night Elf, Orc, Tauren, Troll, Undead
- Male and female variants for each race
- StandardNPC sounds for social interactions
- Character vocal sounds for combat
Technical Changes:
- Refactored NpcVoiceManager to support multiple sound categories
- Added callbacks: NpcFarewell, NpcVendor, NpcAggro
- Extended voice loading to parse both StandardNPC and Character vocal paths
- Integrated with GameHandler for gossip, vendor, and combat events
- Added detailed voice detection logging for debugging
Also includes:
- Sound manifest files added to docs/ for reference
- Blacksmith hammer pitch increased to 1.6x (was 1.4x)
- Blacksmith volume reduced 30% to 0.25 (was 0.35)
2026-02-09 16:03:51 -08:00
|
|
|
LOG_INFO("Voice detection: displayId ", displayId, " -> GENERIC (no humanoid extra data)");
|
2026-02-09 02:22:20 -08:00
|
|
|
return audio::VoiceType::GENERIC;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uint8_t raceId = itExtra->second.raceId;
|
|
|
|
|
uint8_t sexId = itExtra->second.sexId;
|
|
|
|
|
|
Add comprehensive NPC voice system with interaction and combat sounds
Implements full NPC voice interaction system supporting 6 different sound categories
for all playable races/genders. System loads ~450+ voice clips from MPQ archives.
Voice Categories:
- Greeting: Play on NPC right-click interaction
- Farewell: Play when closing gossip/dialog windows
- Vendor: Play when opening merchant/vendor windows
- Pissed: Play after clicking NPC 5+ times (spam protection)
- Aggro: Play when NPC enters combat with player
- Flee: Play when NPC is fleeing (ready for low-health triggers)
Features:
- Race/gender detection from NPC display IDs via CreatureDisplayInfoExtra.dbc
- Intelligent click tracking for pissed sounds
- Combat sounds use player character vocal files for humanoid NPCs
- Cooldown system prevents voice spam (2s default, combat sounds bypass)
- Generic fallback voices for unsupported NPC types
- 3D positional audio support
Voice Support:
- All playable races: Human, Dwarf, Gnome, Night Elf, Orc, Tauren, Troll, Undead
- Male and female variants for each race
- StandardNPC sounds for social interactions
- Character vocal sounds for combat
Technical Changes:
- Refactored NpcVoiceManager to support multiple sound categories
- Added callbacks: NpcFarewell, NpcVendor, NpcAggro
- Extended voice loading to parse both StandardNPC and Character vocal paths
- Integrated with GameHandler for gossip, vendor, and combat events
- Added detailed voice detection logging for debugging
Also includes:
- Sound manifest files added to docs/ for reference
- Blacksmith hammer pitch increased to 1.6x (was 1.4x)
- Blacksmith volume reduced 30% to 0.25 (was 0.35)
2026-02-09 16:03:51 -08:00
|
|
|
const char* raceName = "Unknown";
|
|
|
|
|
const char* sexName = (sexId == 0) ? "Male" : "Female";
|
|
|
|
|
|
2026-02-09 02:22:20 -08:00
|
|
|
// 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
|
Add comprehensive NPC voice system with interaction and combat sounds
Implements full NPC voice interaction system supporting 6 different sound categories
for all playable races/genders. System loads ~450+ voice clips from MPQ archives.
Voice Categories:
- Greeting: Play on NPC right-click interaction
- Farewell: Play when closing gossip/dialog windows
- Vendor: Play when opening merchant/vendor windows
- Pissed: Play after clicking NPC 5+ times (spam protection)
- Aggro: Play when NPC enters combat with player
- Flee: Play when NPC is fleeing (ready for low-health triggers)
Features:
- Race/gender detection from NPC display IDs via CreatureDisplayInfoExtra.dbc
- Intelligent click tracking for pissed sounds
- Combat sounds use player character vocal files for humanoid NPCs
- Cooldown system prevents voice spam (2s default, combat sounds bypass)
- Generic fallback voices for unsupported NPC types
- 3D positional audio support
Voice Support:
- All playable races: Human, Dwarf, Gnome, Night Elf, Orc, Tauren, Troll, Undead
- Male and female variants for each race
- StandardNPC sounds for social interactions
- Character vocal sounds for combat
Technical Changes:
- Refactored NpcVoiceManager to support multiple sound categories
- Added callbacks: NpcFarewell, NpcVendor, NpcAggro
- Extended voice loading to parse both StandardNPC and Character vocal paths
- Integrated with GameHandler for gossip, vendor, and combat events
- Added detailed voice detection logging for debugging
Also includes:
- Sound manifest files added to docs/ for reference
- Blacksmith hammer pitch increased to 1.6x (was 1.4x)
- Blacksmith volume reduced 30% to 0.25 (was 0.35)
2026-02-09 16:03:51 -08:00
|
|
|
audio::VoiceType result;
|
2026-02-09 02:22:20 -08:00
|
|
|
switch (raceId) {
|
Add comprehensive NPC voice system with interaction and combat sounds
Implements full NPC voice interaction system supporting 6 different sound categories
for all playable races/genders. System loads ~450+ voice clips from MPQ archives.
Voice Categories:
- Greeting: Play on NPC right-click interaction
- Farewell: Play when closing gossip/dialog windows
- Vendor: Play when opening merchant/vendor windows
- Pissed: Play after clicking NPC 5+ times (spam protection)
- Aggro: Play when NPC enters combat with player
- Flee: Play when NPC is fleeing (ready for low-health triggers)
Features:
- Race/gender detection from NPC display IDs via CreatureDisplayInfoExtra.dbc
- Intelligent click tracking for pissed sounds
- Combat sounds use player character vocal files for humanoid NPCs
- Cooldown system prevents voice spam (2s default, combat sounds bypass)
- Generic fallback voices for unsupported NPC types
- 3D positional audio support
Voice Support:
- All playable races: Human, Dwarf, Gnome, Night Elf, Orc, Tauren, Troll, Undead
- Male and female variants for each race
- StandardNPC sounds for social interactions
- Character vocal sounds for combat
Technical Changes:
- Refactored NpcVoiceManager to support multiple sound categories
- Added callbacks: NpcFarewell, NpcVendor, NpcAggro
- Extended voice loading to parse both StandardNPC and Character vocal paths
- Integrated with GameHandler for gossip, vendor, and combat events
- Added detailed voice detection logging for debugging
Also includes:
- Sound manifest files added to docs/ for reference
- Blacksmith hammer pitch increased to 1.6x (was 1.4x)
- Blacksmith volume reduced 30% to 0.25 (was 0.35)
2026-02-09 16:03:51 -08:00
|
|
|
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::GENERIC; 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;
|
|
|
|
|
default: result = audio::VoiceType::GENERIC; break;
|
2026-02-09 02:22:20 -08:00
|
|
|
}
|
Add comprehensive NPC voice system with interaction and combat sounds
Implements full NPC voice interaction system supporting 6 different sound categories
for all playable races/genders. System loads ~450+ voice clips from MPQ archives.
Voice Categories:
- Greeting: Play on NPC right-click interaction
- Farewell: Play when closing gossip/dialog windows
- Vendor: Play when opening merchant/vendor windows
- Pissed: Play after clicking NPC 5+ times (spam protection)
- Aggro: Play when NPC enters combat with player
- Flee: Play when NPC is fleeing (ready for low-health triggers)
Features:
- Race/gender detection from NPC display IDs via CreatureDisplayInfoExtra.dbc
- Intelligent click tracking for pissed sounds
- Combat sounds use player character vocal files for humanoid NPCs
- Cooldown system prevents voice spam (2s default, combat sounds bypass)
- Generic fallback voices for unsupported NPC types
- 3D positional audio support
Voice Support:
- All playable races: Human, Dwarf, Gnome, Night Elf, Orc, Tauren, Troll, Undead
- Male and female variants for each race
- StandardNPC sounds for social interactions
- Character vocal sounds for combat
Technical Changes:
- Refactored NpcVoiceManager to support multiple sound categories
- Added callbacks: NpcFarewell, NpcVendor, NpcAggro
- Extended voice loading to parse both StandardNPC and Character vocal paths
- Integrated with GameHandler for gossip, vendor, and combat events
- Added detailed voice detection logging for debugging
Also includes:
- Sound manifest files added to docs/ for reference
- Blacksmith hammer pitch increased to 1.6x (was 1.4x)
- Blacksmith volume reduced 30% to 0.25 (was 0.35)
2026-02-09 16:03:51 -08:00
|
|
|
|
|
|
|
|
LOG_INFO("Voice detection: displayId ", displayId, " -> ", raceName, " ", sexName, " (race=", (int)raceId, ", sex=", (int)sexId, ")");
|
|
|
|
|
return result;
|
2026-02-09 02:22:20 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-07 19:44:03 -08:00
|
|
|
void Application::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()) {
|
2026-02-12 22:56:36 -08:00
|
|
|
const auto* godiL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("GameObjectDisplayInfo") : nullptr;
|
2026-02-07 19:44:03 -08:00
|
|
|
for (uint32_t i = 0; i < godi->getRecordCount(); i++) {
|
2026-02-12 22:56:36 -08:00
|
|
|
uint32_t displayId = godi->getUInt32(i, godiL ? (*godiL)["ID"] : 0);
|
|
|
|
|
std::string modelName = godi->getString(i, godiL ? (*godiL)["ModelName"] : 1);
|
2026-02-07 19:44:03 -08:00
|
|
|
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(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 Application::getGameObjectModelPathForDisplayId(uint32_t displayId) const {
|
|
|
|
|
auto it = gameObjectDisplayIdToPath_.find(displayId);
|
|
|
|
|
if (it == gameObjectDisplayIdToPath_.end()) return "";
|
|
|
|
|
return it->second;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 18:34:45 -08:00
|
|
|
bool Application::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();
|
|
|
|
|
}
|
2026-02-13 19:40:54 -08:00
|
|
|
if (instanceId == 0) {
|
|
|
|
|
auto pit = playerInstances_.find(guid);
|
|
|
|
|
if (pit != playerInstances_.end()) instanceId = pit->second;
|
|
|
|
|
}
|
2026-02-06 18:34:45 -08:00
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 21:55:52 -08:00
|
|
|
void Application::spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x, float y, float z, float orientation) {
|
|
|
|
|
if (!renderer || !renderer->getCharacterRenderer() || !assetManager) return;
|
|
|
|
|
|
2026-02-06 14:37:31 -08:00
|
|
|
// Skip if lookups not yet built (asset manager not ready)
|
|
|
|
|
if (!creatureLookupsBuilt_) return;
|
2026-02-05 21:55:52 -08:00
|
|
|
|
|
|
|
|
// Skip if already spawned
|
|
|
|
|
if (creatureInstances_.count(guid)) return;
|
|
|
|
|
|
|
|
|
|
// Get model path from displayId
|
|
|
|
|
std::string m2Path = getModelPathForDisplayId(displayId);
|
|
|
|
|
if (m2Path.empty()) {
|
|
|
|
|
LOG_WARNING("No model path for displayId ", displayId, " (guid 0x", std::hex, guid, std::dec, ")");
|
|
|
|
|
return;
|
|
|
|
|
}
|
2026-02-11 21:14:35 -08:00
|
|
|
{
|
|
|
|
|
// 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) {
|
|
|
|
|
creaturePermanentFailureGuids_.insert(guid);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-05 21:55:52 -08:00
|
|
|
|
|
|
|
|
auto* charRenderer = renderer->getCharacterRenderer();
|
|
|
|
|
|
2026-02-06 13:47:03 -08:00
|
|
|
// Check model cache - reuse if same displayId was already loaded
|
|
|
|
|
uint32_t modelId = 0;
|
|
|
|
|
bool modelCached = false;
|
|
|
|
|
auto cacheIt = displayIdModelCache_.find(displayId);
|
|
|
|
|
if (cacheIt != displayIdModelCache_.end()) {
|
|
|
|
|
modelId = cacheIt->second;
|
|
|
|
|
modelCached = true;
|
|
|
|
|
} else {
|
|
|
|
|
// Load model from disk (only once per displayId)
|
|
|
|
|
modelId = nextCreatureModelId_++;
|
2026-02-05 21:55:52 -08:00
|
|
|
|
2026-02-06 13:47:03 -08:00
|
|
|
auto m2Data = assetManager->readFile(m2Path);
|
|
|
|
|
if (m2Data.empty()) {
|
|
|
|
|
LOG_WARNING("Failed to read creature M2: ", m2Path);
|
|
|
|
|
return;
|
|
|
|
|
}
|
2026-02-05 21:55:52 -08:00
|
|
|
|
2026-02-06 13:47:03 -08:00
|
|
|
pipeline::M2Model model = pipeline::M2Loader::load(m2Data);
|
|
|
|
|
if (model.vertices.empty()) {
|
|
|
|
|
LOG_WARNING("Failed to parse creature M2: ", m2Path);
|
|
|
|
|
return;
|
|
|
|
|
}
|
2026-02-05 21:55:52 -08:00
|
|
|
|
2026-02-14 13:57:54 -08:00
|
|
|
// Load skin file (only for WotLK M2s - vanilla has embedded skin)
|
2026-02-06 13:47:03 -08:00
|
|
|
std::string skinPath = m2Path.substr(0, m2Path.size() - 3) + "00.skin";
|
|
|
|
|
auto skinData = assetManager->readFile(skinPath);
|
2026-02-14 13:57:54 -08:00
|
|
|
if (!skinData.empty() && model.version >= 264) {
|
2026-02-06 13:47:03 -08:00
|
|
|
pipeline::M2Loader::loadSkin(skinData, model);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 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);
|
2026-02-12 02:27:59 -08:00
|
|
|
auto animData = assetManager->readFileOptional(animFileName);
|
2026-02-06 13:47:03 -08:00
|
|
|
if (!animData.empty()) {
|
|
|
|
|
pipeline::M2Loader::loadAnimFile(m2Data, animData, si, model);
|
|
|
|
|
}
|
2026-02-05 21:55:52 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 13:47:03 -08:00
|
|
|
if (!charRenderer->loadModel(model, modelId)) {
|
|
|
|
|
LOG_WARNING("Failed to load creature model: ", m2Path);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
displayIdModelCache_[displayId] = modelId;
|
2026-02-05 21:55:52 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-06 13:47:03 -08:00
|
|
|
// Apply skin textures from CreatureDisplayInfo.dbc (only for newly loaded models)
|
2026-02-05 22:47:21 -08:00
|
|
|
auto itDisplayData = displayDataMap_.find(displayId);
|
2026-02-06 13:47:03 -08:00
|
|
|
if (!modelCached && itDisplayData != displayDataMap_.end()) {
|
2026-02-05 22:47:21 -08:00
|
|
|
const auto& dispData = itDisplayData->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);
|
|
|
|
|
|
2026-02-06 13:47:03 -08:00
|
|
|
// 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);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 22:47:21 -08:00
|
|
|
// Log texture types in the model
|
2026-02-06 13:47:03 -08:00
|
|
|
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, "'");
|
|
|
|
|
}
|
2026-02-05 22:47:21 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 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=", (int)extra.raceId, " sexId=", (int)extra.sexId,
|
2026-02-05 22:54:47 -08:00
|
|
|
" hairStyle=", (int)extra.hairStyleId, " hairColor=", (int)extra.hairColorId,
|
2026-02-05 22:47:21 -08:00
|
|
|
" bakeName='", extra.bakeName, "'");
|
2026-02-05 23:05:35 -08:00
|
|
|
LOG_DEBUG(" Equipment: helm=", extra.equipDisplayId[0], " shoulder=", extra.equipDisplayId[1],
|
|
|
|
|
" shirt=", extra.equipDisplayId[2], " chest=", extra.equipDisplayId[3],
|
|
|
|
|
" belt=", extra.equipDisplayId[4], " legs=", extra.equipDisplayId[5],
|
|
|
|
|
" feet=", extra.equipDisplayId[6], " wrist=", extra.equipDisplayId[7],
|
|
|
|
|
" hands=", extra.equipDisplayId[8], " tabard=", extra.equipDisplayId[9],
|
|
|
|
|
" cape=", extra.equipDisplayId[10]);
|
|
|
|
|
|
2026-02-15 20:53:01 -08:00
|
|
|
// Build equipment texture region layers from NPC equipment display IDs
|
|
|
|
|
// (texture-only compositing — no geoset changes to avoid invisibility bugs)
|
|
|
|
|
std::vector<std::pair<int, std::string>> npcRegionLayers;
|
|
|
|
|
auto npcItemDisplayDbc = assetManager->loadDBC("ItemDisplayInfo.dbc");
|
2026-02-14 15:43:09 -08:00
|
|
|
if (npcItemDisplayDbc) {
|
|
|
|
|
static const char* npcComponentDirs[] = {
|
|
|
|
|
"ArmUpperTexture", "ArmLowerTexture", "HandTexture",
|
|
|
|
|
"TorsoUpperTexture", "TorsoLowerTexture",
|
|
|
|
|
"LegUpperTexture", "LegLowerTexture", "FootTexture",
|
|
|
|
|
};
|
2026-02-14 15:48:58 -08:00
|
|
|
const auto* idiL = pipeline::getActiveDBCLayout()
|
|
|
|
|
? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr;
|
|
|
|
|
// Texture component region fields (8 regions: ArmUpper..Foot)
|
2026-02-14 16:33:24 -08:00
|
|
|
// Binary DBC (23 fields) has textures at 14+
|
2026-02-14 15:48:58 -08:00
|
|
|
const uint32_t texRegionFields[8] = {
|
2026-02-14 16:33:24 -08:00
|
|
|
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,
|
2026-02-14 15:48:58 -08:00
|
|
|
};
|
2026-02-14 15:43:09 -08:00
|
|
|
const bool npcIsFemale = (extra.sexId == 1);
|
|
|
|
|
|
|
|
|
|
// Iterate all 11 NPC equipment slots; let DBC lookup filter which have textures
|
|
|
|
|
for (int eqSlot = 0; eqSlot < 11; eqSlot++) {
|
|
|
|
|
uint32_t did = extra.equipDisplayId[eqSlot];
|
|
|
|
|
if (did == 0) continue;
|
|
|
|
|
int32_t recIdx = npcItemDisplayDbc->findRecordById(did);
|
|
|
|
|
if (recIdx < 0) continue;
|
|
|
|
|
|
|
|
|
|
for (int region = 0; region < 8; region++) {
|
|
|
|
|
std::string texName = npcItemDisplayDbc->getString(
|
2026-02-14 15:48:58 -08:00
|
|
|
static_cast<uint32_t>(recIdx), texRegionFields[region]);
|
2026-02-14 15:43:09 -08:00
|
|
|
if (texName.empty()) continue;
|
|
|
|
|
|
|
|
|
|
std::string base = "Item\\TextureComponents\\" +
|
|
|
|
|
std::string(npcComponentDirs[region]) + "\\" + texName;
|
|
|
|
|
std::string genderPath = base + (npcIsFemale ? "_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";
|
|
|
|
|
|
|
|
|
|
npcRegionLayers.emplace_back(region, fullPath);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-15 20:53:01 -08:00
|
|
|
// Use baked texture for body skin (types 1, 2)
|
|
|
|
|
// Type 6 (hair) needs its own texture from CharSections.dbc
|
|
|
|
|
if (!extra.bakeName.empty()) {
|
|
|
|
|
std::string bakePath = "Textures\\BakedNpcTextures\\" + extra.bakeName;
|
|
|
|
|
|
2026-02-14 15:43:09 -08:00
|
|
|
// Composite equipment textures over baked NPC texture, or just load baked texture
|
|
|
|
|
GLuint finalTex = 0;
|
|
|
|
|
if (!npcRegionLayers.empty()) {
|
|
|
|
|
finalTex = charRenderer->compositeWithRegions(bakePath, {}, npcRegionLayers);
|
|
|
|
|
LOG_DEBUG("Composited NPC baked texture with ", npcRegionLayers.size(),
|
|
|
|
|
" equipment regions: ", bakePath);
|
|
|
|
|
} else {
|
|
|
|
|
finalTex = charRenderer->loadTexture(bakePath);
|
|
|
|
|
}
|
2026-02-05 23:15:57 -08:00
|
|
|
|
2026-02-06 13:47:03 -08:00
|
|
|
if (finalTex != 0 && modelData) {
|
|
|
|
|
for (size_t ti = 0; ti < modelData->textures.size(); ti++) {
|
|
|
|
|
uint32_t texType = modelData->textures[ti].type;
|
2026-02-13 20:19:33 -08:00
|
|
|
// Humanoid NPCs typically use creature-skin texture types (11-13).
|
|
|
|
|
// Some models use 1/2 (character skin/object skin) depending on client/content.
|
|
|
|
|
if (texType == 1 || texType == 2 || texType == 11 || texType == 12 || texType == 13) {
|
2026-02-05 23:15:57 -08:00
|
|
|
charRenderer->setModelTexture(modelId, static_cast<uint32_t>(ti), finalTex);
|
2026-02-05 23:48:06 -08:00
|
|
|
LOG_DEBUG("Applied baked NPC texture to slot ", ti, " (type ", texType, "): ", bakePath);
|
2026-02-05 22:47:21 -08:00
|
|
|
hasHumanoidTexture = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
LOG_WARNING("Failed to load baked NPC texture: ", bakePath);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
LOG_DEBUG(" Humanoid extra has empty bakeName, trying CharSections fallback");
|
2026-02-15 20:53:01 -08:00
|
|
|
|
|
|
|
|
// Build skin texture from CharSections.dbc (same as player character)
|
|
|
|
|
auto csFallbackDbc = assetManager->loadDBC("CharSections.dbc");
|
|
|
|
|
if (csFallbackDbc) {
|
|
|
|
|
const auto* csFL = pipeline::getActiveDBCLayout()
|
|
|
|
|
? pipeline::getActiveDBCLayout()->getLayout("CharSections") : nullptr;
|
|
|
|
|
uint32_t npcRace = static_cast<uint32_t>(extra.raceId);
|
|
|
|
|
uint32_t npcSex = static_cast<uint32_t>(extra.sexId);
|
|
|
|
|
uint32_t npcSkin = static_cast<uint32_t>(extra.skinId);
|
|
|
|
|
uint32_t npcFace = static_cast<uint32_t>(extra.faceId);
|
|
|
|
|
std::string npcSkinPath, npcFaceLower, npcFaceUpper;
|
|
|
|
|
std::vector<std::string> npcUnderwear;
|
|
|
|
|
|
|
|
|
|
for (uint32_t r = 0; r < csFallbackDbc->getRecordCount(); r++) {
|
|
|
|
|
uint32_t rId = csFallbackDbc->getUInt32(r, csFL ? (*csFL)["RaceID"] : 1);
|
|
|
|
|
uint32_t sId = csFallbackDbc->getUInt32(r, csFL ? (*csFL)["SexID"] : 2);
|
|
|
|
|
if (rId != npcRace || sId != npcSex) continue;
|
|
|
|
|
|
|
|
|
|
uint32_t section = csFallbackDbc->getUInt32(r, csFL ? (*csFL)["BaseSection"] : 3);
|
|
|
|
|
uint32_t variation = csFallbackDbc->getUInt32(r, csFL ? (*csFL)["VariationIndex"] : 8);
|
|
|
|
|
uint32_t color = csFallbackDbc->getUInt32(r, csFL ? (*csFL)["ColorIndex"] : 9);
|
|
|
|
|
uint32_t tex1F = csFL ? (*csFL)["Texture1"] : 4;
|
|
|
|
|
|
|
|
|
|
// Section 0 = skin: match colorIndex = skinId
|
|
|
|
|
if (section == 0 && npcSkinPath.empty() && color == npcSkin) {
|
|
|
|
|
npcSkinPath = csFallbackDbc->getString(r, tex1F);
|
|
|
|
|
}
|
|
|
|
|
// Section 1 = face: match variation=faceId, color=skinId
|
|
|
|
|
else if (section == 1 && npcFaceLower.empty() &&
|
|
|
|
|
variation == npcFace && color == npcSkin) {
|
|
|
|
|
npcFaceLower = csFallbackDbc->getString(r, tex1F);
|
|
|
|
|
npcFaceUpper = csFallbackDbc->getString(r, tex1F + 1);
|
|
|
|
|
}
|
|
|
|
|
// Section 4 = underwear: match color=skinId
|
|
|
|
|
else if (section == 4 && npcUnderwear.empty() && color == npcSkin) {
|
|
|
|
|
for (uint32_t f = tex1F; f <= tex1F + 2; f++) {
|
|
|
|
|
std::string tex = csFallbackDbc->getString(r, f);
|
|
|
|
|
if (!tex.empty()) npcUnderwear.push_back(tex);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!npcSkinPath.empty()) {
|
|
|
|
|
// Composite skin + face + underwear
|
|
|
|
|
std::vector<std::string> skinLayers;
|
|
|
|
|
skinLayers.push_back(npcSkinPath);
|
|
|
|
|
if (!npcFaceLower.empty()) skinLayers.push_back(npcFaceLower);
|
|
|
|
|
if (!npcFaceUpper.empty()) skinLayers.push_back(npcFaceUpper);
|
|
|
|
|
for (const auto& uw : npcUnderwear) skinLayers.push_back(uw);
|
|
|
|
|
|
|
|
|
|
GLuint npcSkinTex = 0;
|
|
|
|
|
if (!npcRegionLayers.empty()) {
|
|
|
|
|
npcSkinTex = charRenderer->compositeWithRegions(npcSkinPath,
|
|
|
|
|
std::vector<std::string>(skinLayers.begin() + 1, skinLayers.end()),
|
|
|
|
|
npcRegionLayers);
|
|
|
|
|
} else if (skinLayers.size() > 1) {
|
|
|
|
|
npcSkinTex = charRenderer->compositeTextures(skinLayers);
|
|
|
|
|
} else {
|
|
|
|
|
npcSkinTex = charRenderer->loadTexture(npcSkinPath);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (npcSkinTex != 0 && modelData) {
|
|
|
|
|
for (size_t ti = 0; ti < modelData->textures.size(); ti++) {
|
|
|
|
|
uint32_t texType = modelData->textures[ti].type;
|
|
|
|
|
if (texType == 1 || texType == 2 || texType == 11 || texType == 12 || texType == 13) {
|
|
|
|
|
charRenderer->setModelTexture(modelId, static_cast<uint32_t>(ti), npcSkinTex);
|
|
|
|
|
hasHumanoidTexture = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
LOG_DEBUG("Applied CharSections skin to NPC: ", npcSkinPath);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-05 22:47:21 -08:00
|
|
|
}
|
2026-02-06 01:02:35 -08:00
|
|
|
|
|
|
|
|
// Load hair texture from CharSections.dbc (section 3)
|
|
|
|
|
auto charSectionsDbc = assetManager->loadDBC("CharSections.dbc");
|
|
|
|
|
if (charSectionsDbc) {
|
2026-02-12 22:56:36 -08:00
|
|
|
const auto* csL2 = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CharSections") : nullptr;
|
2026-02-06 01:02:35 -08:00
|
|
|
uint32_t targetRace = static_cast<uint32_t>(extra.raceId);
|
|
|
|
|
uint32_t targetSex = static_cast<uint32_t>(extra.sexId);
|
|
|
|
|
std::string hairTexPath;
|
|
|
|
|
|
|
|
|
|
for (uint32_t r = 0; r < charSectionsDbc->getRecordCount(); r++) {
|
2026-02-12 22:56:36 -08:00
|
|
|
uint32_t raceId = charSectionsDbc->getUInt32(r, csL2 ? (*csL2)["RaceID"] : 1);
|
|
|
|
|
uint32_t sexId = charSectionsDbc->getUInt32(r, csL2 ? (*csL2)["SexID"] : 2);
|
|
|
|
|
uint32_t section = charSectionsDbc->getUInt32(r, csL2 ? (*csL2)["BaseSection"] : 3);
|
2026-02-14 00:00:26 -08:00
|
|
|
uint32_t variation = charSectionsDbc->getUInt32(r, csL2 ? (*csL2)["VariationIndex"] : 4);
|
|
|
|
|
uint32_t colorIdx = charSectionsDbc->getUInt32(r, csL2 ? (*csL2)["ColorIndex"] : 5);
|
2026-02-06 01:02:35 -08:00
|
|
|
|
|
|
|
|
if (raceId != targetRace || sexId != targetSex) continue;
|
|
|
|
|
if (section != 3) continue; // Section 3 = hair
|
|
|
|
|
if (variation != static_cast<uint32_t>(extra.hairStyleId)) continue;
|
|
|
|
|
if (colorIdx != static_cast<uint32_t>(extra.hairColorId)) continue;
|
|
|
|
|
|
2026-02-14 00:00:26 -08:00
|
|
|
hairTexPath = charSectionsDbc->getString(r, csL2 ? (*csL2)["Texture1"] : 6);
|
2026-02-06 01:02:35 -08:00
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!hairTexPath.empty()) {
|
|
|
|
|
GLuint hairTex = charRenderer->loadTexture(hairTexPath);
|
2026-02-06 13:47:03 -08:00
|
|
|
if (hairTex != 0 && modelData) {
|
|
|
|
|
for (size_t ti = 0; ti < modelData->textures.size(); ti++) {
|
|
|
|
|
if (modelData->textures[ti].type == 6) {
|
2026-02-06 01:02:35 -08:00
|
|
|
charRenderer->setModelTexture(modelId, static_cast<uint32_t>(ti), hairTex);
|
|
|
|
|
LOG_DEBUG("Applied hair texture to slot ", ti, ": ", hairTexPath);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-05 22:47:21 -08:00
|
|
|
} else {
|
|
|
|
|
LOG_WARNING(" extraDisplayId ", dispData.extraDisplayId, " not found in humanoidExtraMap");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Apply creature skin textures (for non-humanoid creatures)
|
2026-02-06 13:47:03 -08:00
|
|
|
if (!hasHumanoidTexture && modelData) {
|
|
|
|
|
for (size_t ti = 0; ti < modelData->textures.size(); ti++) {
|
|
|
|
|
const auto& tex = modelData->textures[ti];
|
2026-02-05 22:47:21 -08:00
|
|
|
std::string skinPath;
|
|
|
|
|
|
|
|
|
|
// Creature skin types: 11 = skin1, 12 = skin2, 13 = skin3
|
|
|
|
|
if (tex.type == 11 && !dispData.skin1.empty()) {
|
|
|
|
|
skinPath = modelDir + dispData.skin1 + ".blp";
|
|
|
|
|
} else if (tex.type == 12 && !dispData.skin2.empty()) {
|
|
|
|
|
skinPath = modelDir + dispData.skin2 + ".blp";
|
|
|
|
|
} else if (tex.type == 13 && !dispData.skin3.empty()) {
|
|
|
|
|
skinPath = modelDir + dispData.skin3 + ".blp";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!skinPath.empty()) {
|
|
|
|
|
GLuint skinTex = charRenderer->loadTexture(skinPath);
|
|
|
|
|
if (skinTex != 0) {
|
|
|
|
|
charRenderer->setModelTexture(modelId, static_cast<uint32_t>(ti), skinTex);
|
|
|
|
|
LOG_DEBUG("Applied creature skin texture: ", skinPath, " to slot ", ti);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 21:55:52 -08:00
|
|
|
// Convert canonical → render coordinates
|
|
|
|
|
glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z));
|
|
|
|
|
|
2026-02-11 21:14:35 -08:00
|
|
|
// 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.
|
2026-02-10 21:29:10 -08:00
|
|
|
|
2026-02-06 18:34:45 -08:00
|
|
|
// Convert canonical WoW orientation (0=north) -> render yaw (0=west)
|
|
|
|
|
float renderYaw = orientation + glm::radians(90.0f);
|
|
|
|
|
|
2026-02-05 21:55:52 -08:00
|
|
|
// Create instance
|
|
|
|
|
uint32_t instanceId = charRenderer->createInstance(modelId, renderPos,
|
2026-02-06 18:34:45 -08:00
|
|
|
glm::vec3(0.0f, 0.0f, renderYaw), 1.0f);
|
2026-02-05 21:55:52 -08:00
|
|
|
|
|
|
|
|
if (instanceId == 0) {
|
|
|
|
|
LOG_WARNING("Failed to create creature instance for guid 0x", std::hex, guid, std::dec);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-11 21:14:35 -08:00
|
|
|
// 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;
|
|
|
|
|
|
2026-02-05 22:54:47 -08:00
|
|
|
// Set geosets for humanoid NPCs based on CreatureDisplayInfoExtra
|
2026-02-11 21:14:35 -08:00
|
|
|
if (kEnableNpcHumanoidOverrides &&
|
|
|
|
|
itDisplayData != displayDataMap_.end() &&
|
|
|
|
|
itDisplayData->second.extraDisplayId != 0) {
|
2026-02-05 22:54:47 -08:00
|
|
|
auto itExtra = humanoidExtraMap_.find(itDisplayData->second.extraDisplayId);
|
|
|
|
|
if (itExtra != humanoidExtraMap_.end()) {
|
|
|
|
|
const auto& extra = itExtra->second;
|
|
|
|
|
std::unordered_set<uint16_t> activeGeosets;
|
|
|
|
|
|
2026-02-06 01:02:35 -08:00
|
|
|
// 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 {
|
2026-02-06 01:36:06 -08:00
|
|
|
// 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(101); // Group 1 connector
|
2026-02-06 01:02:35 -08:00
|
|
|
}
|
2026-02-06 01:36:06 -08:00
|
|
|
uint16_t hairGeoset = (hairScalpId > 0) ? hairScalpId : 1;
|
2026-02-06 01:02:35 -08:00
|
|
|
|
|
|
|
|
// 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;
|
2026-02-06 01:36:06 -08:00
|
|
|
// DBC values are variation indices within each group; add group base
|
|
|
|
|
activeGeosets.insert(static_cast<uint16_t>(100 + std::max(fhg.geoset100, (uint16_t)1)));
|
|
|
|
|
activeGeosets.insert(static_cast<uint16_t>(300 + std::max(fhg.geoset300, (uint16_t)1)));
|
|
|
|
|
activeGeosets.insert(static_cast<uint16_t>(200 + std::max(fhg.geoset200, (uint16_t)1)));
|
2026-02-06 01:02:35 -08:00
|
|
|
} else {
|
2026-02-06 01:36:06 -08:00
|
|
|
activeGeosets.insert(101); // Default group 1: no extra
|
|
|
|
|
activeGeosets.insert(201); // Default group 2: no facial hair
|
|
|
|
|
activeGeosets.insert(301); // Default group 3: no facial hair
|
2026-02-05 22:54:47 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-05 22:57:32 -08:00
|
|
|
// Default equipment geosets (bare/no armor)
|
2026-02-15 20:53:01 -08:00
|
|
|
// CharGeosets: group 4=gloves(forearm), 5=boots(shin), 8=sleeves, 9=kneepads, 13=pants
|
|
|
|
|
uint16_t geosetGloves = 401; // Bare forearms (group 4)
|
2026-02-15 20:59:29 -08:00
|
|
|
uint16_t geosetBoots = 502; // Bare shins (group 5)
|
2026-02-15 20:53:01 -08:00
|
|
|
uint16_t geosetSleeves = 801; // Bare wrists (group 8, controlled by chest)
|
|
|
|
|
uint16_t geosetPants = 1301; // Bare legs (group 13)
|
|
|
|
|
uint16_t geosetCape = 1502; // No cape (group 15)
|
|
|
|
|
uint16_t geosetTabard = 1201; // No tabard (group 12)
|
2026-02-05 22:57:32 -08:00
|
|
|
|
|
|
|
|
// Load equipment geosets from ItemDisplayInfo.dbc
|
2026-02-06 01:02:35 -08:00
|
|
|
// DBC columns: 7=GeosetGroup[0], 8=GeosetGroup[1], 9=GeosetGroup[2]
|
2026-02-05 22:57:32 -08:00
|
|
|
auto itemDisplayDbc = assetManager->loadDBC("ItemDisplayInfo.dbc");
|
2026-02-12 22:56:36 -08:00
|
|
|
const auto* idiL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr;
|
2026-02-05 22:57:32 -08:00
|
|
|
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
|
2026-02-12 22:56:36 -08:00
|
|
|
const uint32_t fGG1 = idiL ? (*idiL)["GeosetGroup1"] : 7;
|
|
|
|
|
const uint32_t fGG3 = idiL ? (*idiL)["GeosetGroup3"] : 9;
|
2026-02-05 22:57:32 -08:00
|
|
|
|
2026-02-15 20:53:01 -08:00
|
|
|
// Chest (slot 3) → group 8 (sleeves/wristbands)
|
2026-02-05 22:57:32 -08:00
|
|
|
if (extra.equipDisplayId[3] != 0) {
|
|
|
|
|
int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[3]);
|
|
|
|
|
if (idx >= 0) {
|
2026-02-12 22:56:36 -08:00
|
|
|
uint32_t gg = itemDisplayDbc->getUInt32(static_cast<uint32_t>(idx), fGG1);
|
2026-02-15 20:53:01 -08:00
|
|
|
if (gg > 0) geosetSleeves = static_cast<uint16_t>(801 + gg);
|
2026-02-06 01:02:35 -08:00
|
|
|
// Robes: GeosetGroup[2] > 0 shows kilt legs
|
2026-02-12 22:56:36 -08:00
|
|
|
uint32_t gg3 = itemDisplayDbc->getUInt32(static_cast<uint32_t>(idx), fGG3);
|
2026-02-06 01:02:35 -08:00
|
|
|
if (gg3 > 0) geosetPants = static_cast<uint16_t>(1301 + gg3);
|
2026-02-05 22:57:32 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-15 20:53:01 -08:00
|
|
|
// Legs (slot 5) → group 13 (trousers)
|
2026-02-05 22:57:32 -08:00
|
|
|
if (extra.equipDisplayId[5] != 0) {
|
|
|
|
|
int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[5]);
|
|
|
|
|
if (idx >= 0) {
|
2026-02-12 22:56:36 -08:00
|
|
|
uint32_t gg = itemDisplayDbc->getUInt32(static_cast<uint32_t>(idx), fGG1);
|
2026-02-06 01:02:35 -08:00
|
|
|
if (gg > 0) geosetPants = static_cast<uint16_t>(1301 + gg);
|
2026-02-05 22:57:32 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-15 20:53:01 -08:00
|
|
|
// Feet (slot 6) → group 5 (boots/shins)
|
2026-02-05 22:57:32 -08:00
|
|
|
if (extra.equipDisplayId[6] != 0) {
|
|
|
|
|
int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[6]);
|
|
|
|
|
if (idx >= 0) {
|
2026-02-12 22:56:36 -08:00
|
|
|
uint32_t gg = itemDisplayDbc->getUInt32(static_cast<uint32_t>(idx), fGG1);
|
2026-02-15 20:53:01 -08:00
|
|
|
if (gg > 0) geosetBoots = static_cast<uint16_t>(501 + gg);
|
2026-02-05 22:57:32 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-15 20:53:01 -08:00
|
|
|
// Hands (slot 8) → group 4 (gloves/forearms)
|
2026-02-05 22:57:32 -08:00
|
|
|
if (extra.equipDisplayId[8] != 0) {
|
|
|
|
|
int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[8]);
|
|
|
|
|
if (idx >= 0) {
|
2026-02-12 22:56:36 -08:00
|
|
|
uint32_t gg = itemDisplayDbc->getUInt32(static_cast<uint32_t>(idx), fGG1);
|
2026-02-15 20:53:01 -08:00
|
|
|
if (gg > 0) geosetGloves = static_cast<uint16_t>(401 + gg);
|
2026-02-05 22:57:32 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-15 20:53:01 -08:00
|
|
|
// Tabard (slot 9) → group 12
|
2026-02-05 22:57:32 -08:00
|
|
|
if (extra.equipDisplayId[9] != 0) {
|
|
|
|
|
int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[9]);
|
|
|
|
|
if (idx >= 0) {
|
2026-02-15 20:53:01 -08:00
|
|
|
geosetTabard = 1202;
|
2026-02-05 22:57:32 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-15 20:53:01 -08:00
|
|
|
// Cape (slot 10) → group 15
|
2026-02-05 22:57:32 -08:00
|
|
|
if (extra.equipDisplayId[10] != 0) {
|
|
|
|
|
int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[10]);
|
|
|
|
|
if (idx >= 0) {
|
2026-02-15 20:53:01 -08:00
|
|
|
geosetCape = 1502;
|
2026-02-05 22:57:32 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Apply equipment geosets
|
|
|
|
|
activeGeosets.insert(geosetGloves);
|
|
|
|
|
activeGeosets.insert(geosetBoots);
|
2026-02-15 20:53:01 -08:00
|
|
|
activeGeosets.insert(geosetSleeves);
|
2026-02-05 22:57:32 -08:00
|
|
|
activeGeosets.insert(geosetPants);
|
|
|
|
|
activeGeosets.insert(geosetCape);
|
|
|
|
|
activeGeosets.insert(geosetTabard);
|
Fix PopStyleVar mismatches and character geoset IDs
Fix 9 PopStyleVar(2) calls that should be PopStyleVar(1) across
player frame, target frame, cast bar, party frames, buff bar, escape
menu, death dialog, and resurrect dialog. Fix action bar from
PopStyleVar(2) to PopStyleVar(4) to match 4 pushes.
Fix character geoset defaults: 301→302 (bare hands), 701→702 (ears),
1501→1502 (back/cloak), add 802 (wristbands). No WoW character model
uses geoset 301/701/1501; all use 302/702/1502 as base. This fixes
missing hands/arms on undead and other races with separate hand meshes.
2026-02-15 06:09:38 -08:00
|
|
|
activeGeosets.insert(702); // Ears: default
|
2026-02-15 20:53:01 -08:00
|
|
|
activeGeosets.insert(902); // Kneepads: default
|
|
|
|
|
activeGeosets.insert(2002); // Bare feet mesh
|
2026-02-05 22:57:32 -08:00
|
|
|
|
2026-02-06 01:36:06 -08:00
|
|
|
// 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(101); // Default group 1 connector
|
2026-02-06 01:02:35 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Log model's actual submesh IDs for debugging geoset mismatches
|
2026-02-06 13:47:03 -08:00
|
|
|
if (auto* md = charRenderer->getModelData(modelId)) {
|
2026-02-06 01:02:35 -08:00
|
|
|
std::string batchIds;
|
2026-02-06 13:47:03 -08:00
|
|
|
for (const auto& b : md->batches) {
|
2026-02-06 01:02:35 -08:00
|
|
|
if (!batchIds.empty()) batchIds += ",";
|
|
|
|
|
batchIds += std::to_string(b.submeshId);
|
|
|
|
|
}
|
|
|
|
|
LOG_INFO("Model batches submeshIds: [", batchIds, "]");
|
2026-02-05 22:57:32 -08:00
|
|
|
}
|
2026-02-05 22:54:47 -08:00
|
|
|
|
2026-02-05 23:33:28 -08:00
|
|
|
// Log what geosets we're setting for debugging
|
|
|
|
|
std::string geosetList;
|
|
|
|
|
for (uint16_t g : activeGeosets) {
|
|
|
|
|
if (!geosetList.empty()) geosetList += ",";
|
|
|
|
|
geosetList += std::to_string(g);
|
|
|
|
|
}
|
|
|
|
|
LOG_INFO("NPC geosets for instance ", instanceId, ": [", geosetList, "]");
|
|
|
|
|
charRenderer->setActiveGeosets(instanceId, activeGeosets);
|
2026-02-06 01:36:06 -08:00
|
|
|
LOG_DEBUG("Set humanoid geosets: hair=", (int)hairGeoset,
|
2026-02-15 20:53:01 -08:00
|
|
|
" sleeves=", geosetSleeves, " pants=", geosetPants,
|
2026-02-05 22:57:32 -08:00
|
|
|
" boots=", geosetBoots, " gloves=", geosetGloves);
|
2026-02-05 23:05:35 -08:00
|
|
|
|
|
|
|
|
// Load and attach helmet model if equipped
|
|
|
|
|
if (extra.equipDisplayId[0] != 0 && itemDisplayDbc) {
|
|
|
|
|
int32_t helmIdx = itemDisplayDbc->findRecordById(extra.equipDisplayId[0]);
|
|
|
|
|
if (helmIdx >= 0) {
|
2026-02-12 22:56:36 -08:00
|
|
|
// Get helmet model name from ItemDisplayInfo.dbc (LeftModel)
|
|
|
|
|
std::string helmModelName = itemDisplayDbc->getString(static_cast<uint32_t>(helmIdx), idiL ? (*idiL)["LeftModel"] : 1);
|
2026-02-05 23:05:35 -08:00
|
|
|
if (!helmModelName.empty()) {
|
|
|
|
|
// Convert .mdx to .m2
|
|
|
|
|
size_t dotPos = helmModelName.rfind('.');
|
|
|
|
|
if (dotPos != std::string::npos) {
|
2026-02-06 01:36:06 -08:00
|
|
|
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;
|
2026-02-05 23:05:35 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-06 01:36:06 -08:00
|
|
|
// 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);
|
|
|
|
|
}
|
2026-02-05 23:05:35 -08:00
|
|
|
if (helmData.empty()) {
|
2026-02-06 01:36:06 -08:00
|
|
|
helmPath = "Item\\ObjectComponents\\Head\\" + helmModelName + ".m2";
|
2026-02-05 23:05:35 -08:00
|
|
|
helmData = assetManager->readFile(helmPath);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!helmData.empty()) {
|
|
|
|
|
auto helmModel = pipeline::M2Loader::load(helmData);
|
2026-02-14 13:57:54 -08:00
|
|
|
// Load skin (only for WotLK M2s)
|
2026-02-05 23:05:35 -08:00
|
|
|
std::string skinPath = helmPath.substr(0, helmPath.size() - 3) + "00.skin";
|
|
|
|
|
auto skinData = assetManager->readFile(skinPath);
|
2026-02-14 13:57:54 -08:00
|
|
|
if (!skinData.empty() && helmModel.version >= 264) {
|
2026-02-05 23:05:35 -08:00
|
|
|
pipeline::M2Loader::loadSkin(skinData, helmModel);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (helmModel.isValid()) {
|
|
|
|
|
// Attachment point 11 = Head
|
|
|
|
|
uint32_t helmModelId = nextCreatureModelId_++;
|
2026-02-12 22:56:36 -08:00
|
|
|
// Get texture from ItemDisplayInfo (LeftModelTexture)
|
|
|
|
|
std::string helmTexName = itemDisplayDbc->getString(static_cast<uint32_t>(helmIdx), idiL ? (*idiL)["LeftModelTexture"] : 3);
|
2026-02-05 23:05:35 -08:00
|
|
|
std::string helmTexPath;
|
|
|
|
|
if (!helmTexName.empty()) {
|
2026-02-06 01:36:06 -08:00
|
|
|
// 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";
|
|
|
|
|
}
|
2026-02-05 23:05:35 -08:00
|
|
|
}
|
|
|
|
|
charRenderer->attachWeapon(instanceId, 11, helmModel, helmModelId, helmTexPath);
|
2026-02-06 01:36:06 -08:00
|
|
|
LOG_DEBUG("Attached helmet model: ", helmPath, " tex: ", helmTexPath);
|
2026-02-05 23:05:35 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-05 22:54:47 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-11 21:14:35 -08:00
|
|
|
// Optional NPC helmet attachments (kept disabled for stability: this path
|
|
|
|
|
// can increase spawn-time pressure and regress NPC visibility in crowded areas).
|
|
|
|
|
static constexpr bool kEnableNpcHelmetAttachments = false;
|
|
|
|
|
if (kEnableNpcHelmetAttachments &&
|
|
|
|
|
itDisplayData != displayDataMap_.end() &&
|
|
|
|
|
itDisplayData->second.extraDisplayId != 0) {
|
|
|
|
|
auto itExtra = humanoidExtraMap_.find(itDisplayData->second.extraDisplayId);
|
|
|
|
|
if (itExtra != humanoidExtraMap_.end()) {
|
|
|
|
|
const auto& extra = itExtra->second;
|
|
|
|
|
if (extra.equipDisplayId[0] != 0) { // Helm slot
|
|
|
|
|
auto itemDisplayDbc = assetManager->loadDBC("ItemDisplayInfo.dbc");
|
2026-02-12 22:56:36 -08:00
|
|
|
const auto* idiL2 = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr;
|
2026-02-11 21:14:35 -08:00
|
|
|
if (itemDisplayDbc) {
|
|
|
|
|
int32_t helmIdx = itemDisplayDbc->findRecordById(extra.equipDisplayId[0]);
|
|
|
|
|
if (helmIdx >= 0) {
|
2026-02-12 22:56:36 -08:00
|
|
|
std::string helmModelName = itemDisplayDbc->getString(static_cast<uint32_t>(helmIdx), idiL2 ? (*idiL2)["LeftModel"] : 1);
|
2026-02-11 21:14:35 -08:00
|
|
|
if (!helmModelName.empty()) {
|
|
|
|
|
size_t dotPos = helmModelName.rfind('.');
|
|
|
|
|
if (dotPos != std::string::npos) {
|
|
|
|
|
helmModelName = helmModelName.substr(0, dotPos);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
std::string skinPath = helmPath.substr(0, helmPath.size() - 3) + "00.skin";
|
|
|
|
|
auto skinData = assetManager->readFile(skinPath);
|
2026-02-14 13:57:54 -08:00
|
|
|
if (!skinData.empty() && helmModel.version >= 264) {
|
2026-02-11 21:14:35 -08:00
|
|
|
pipeline::M2Loader::loadSkin(skinData, helmModel);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (helmModel.isValid()) {
|
|
|
|
|
uint32_t helmModelId = nextCreatureModelId_++;
|
2026-02-12 22:56:36 -08:00
|
|
|
std::string helmTexName = itemDisplayDbc->getString(static_cast<uint32_t>(helmIdx), idiL2 ? (*idiL2)["LeftModelTexture"] : 3);
|
2026-02-11 21:14:35 -08:00
|
|
|
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 11 = Head
|
|
|
|
|
charRenderer->attachWeapon(instanceId, 11, helmModel, helmModelId, helmTexPath);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 13:47:03 -08:00
|
|
|
// Play idle animation and fade in
|
2026-02-05 21:55:52 -08:00
|
|
|
charRenderer->playAnimation(instanceId, 0, true);
|
2026-02-06 13:47:03 -08:00
|
|
|
charRenderer->startFadeIn(instanceId, 0.5f);
|
2026-02-05 21:55:52 -08:00
|
|
|
|
|
|
|
|
// Track instance
|
|
|
|
|
creatureInstances_[guid] = instanceId;
|
|
|
|
|
creatureModelIds_[guid] = modelId;
|
2026-02-11 22:27:02 -08:00
|
|
|
LOG_DEBUG("Spawned creature: guid=0x", std::hex, guid, std::dec,
|
2026-02-05 21:55:52 -08:00
|
|
|
" displayId=", displayId, " at (", x, ", ", y, ", ", z, ")");
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-13 19:40:54 -08:00
|
|
|
void Application::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;
|
|
|
|
|
|
2026-02-15 20:53:01 -08:00
|
|
|
// 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;
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-13 19:40:54 -08:00
|
|
|
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=", (int)raceId, " gender=", (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.isValid() || model.vertices.empty()) {
|
|
|
|
|
LOG_WARNING("spawnOnlinePlayer: failed to parse M2: ", m2Path);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-14 13:57:54 -08:00
|
|
|
// Skin file (only for WotLK M2s - vanilla has embedded skin)
|
2026-02-13 19:40:54 -08:00
|
|
|
std::string skinPath = modelDir + baseName + "00.skin";
|
|
|
|
|
auto skinData = assetManager->readFile(skinPath);
|
2026-02-14 13:57:54 -08:00
|
|
|
if (!skinData.empty() && model.version >= 264) {
|
2026-02-13 19:40:54 -08:00
|
|
|
pipeline::M2Loader::loadSkin(skinData, model);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
|
if (animId != 0 && animId != 4 && animId != 5) continue;
|
|
|
|
|
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
|
|
|
|
|
if (!playerTextureSlotsByModelId_.count(modelId)) {
|
|
|
|
|
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 = (int)ti;
|
|
|
|
|
else if (t == 6 && slots.hair < 0) slots.hair = (int)ti;
|
|
|
|
|
else if (t == 8 && slots.underwear < 0) slots.underwear = (int)ti;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
playerTextureSlotsByModelId_[modelId] = 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;
|
2026-02-15 12:53:15 -08:00
|
|
|
std::string faceLowerPath;
|
|
|
|
|
std::string faceUpperPath;
|
2026-02-13 19:40:54 -08:00
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
uint32_t targetRaceId = raceId;
|
|
|
|
|
uint32_t targetSexId = genderId;
|
2026-02-14 00:00:26 -08:00
|
|
|
const uint32_t csTex1 = csL ? (*csL)["Texture1"] : 6;
|
2026-02-13 19:40:54 -08:00
|
|
|
|
|
|
|
|
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, csL ? (*csL)["RaceID"] : 1);
|
|
|
|
|
uint32_t rSex = charSectionsDbc->getUInt32(r, csL ? (*csL)["SexID"] : 2);
|
|
|
|
|
uint32_t baseSection = charSectionsDbc->getUInt32(r, csL ? (*csL)["BaseSection"] : 3);
|
2026-02-14 00:00:26 -08:00
|
|
|
uint32_t variationIndex = charSectionsDbc->getUInt32(r, csL ? (*csL)["VariationIndex"] : 4);
|
|
|
|
|
uint32_t colorIndex = charSectionsDbc->getUInt32(r, csL ? (*csL)["ColorIndex"] : 5);
|
2026-02-13 19:40:54 -08:00
|
|
|
|
|
|
|
|
if (rRace != targetRaceId || rSex != targetSexId) continue;
|
|
|
|
|
|
|
|
|
|
if (baseSection == 0 && !foundSkin && colorIndex == skinId) {
|
|
|
|
|
std::string tex1 = charSectionsDbc->getString(r, csTex1);
|
|
|
|
|
if (!tex1.empty()) { bodySkinPath = tex1; foundSkin = true; }
|
|
|
|
|
} else if (baseSection == 3 && !foundHair &&
|
|
|
|
|
variationIndex == hairStyleId && colorIndex == hairColorId) {
|
|
|
|
|
hairTexturePath = charSectionsDbc->getString(r, csTex1);
|
|
|
|
|
if (!hairTexturePath.empty()) foundHair = true;
|
|
|
|
|
} else if (baseSection == 4 && !foundUnderwear && colorIndex == skinId) {
|
|
|
|
|
for (uint32_t f = csTex1; f <= csTex1 + 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) {
|
2026-02-15 12:53:15 -08:00
|
|
|
std::string tex1 = charSectionsDbc->getString(r, csTex1);
|
|
|
|
|
std::string tex2 = charSectionsDbc->getString(r, csTex1 + 1);
|
|
|
|
|
if (!tex1.empty()) faceLowerPath = tex1;
|
|
|
|
|
if (!tex2.empty()) faceUpperPath = tex2;
|
2026-02-13 19:40:54 -08:00
|
|
|
foundFaceLower = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (foundSkin && foundUnderwear && foundHair && foundFaceLower) break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-15 12:53:15 -08:00
|
|
|
// Composite base skin + face + underwear overlays
|
2026-02-13 19:40:54 -08:00
|
|
|
GLuint compositeTex = 0;
|
2026-02-15 12:53:15 -08:00
|
|
|
{
|
2026-02-13 19:40:54 -08:00
|
|
|
std::vector<std::string> layers;
|
|
|
|
|
layers.push_back(bodySkinPath);
|
2026-02-15 12:53:15 -08:00
|
|
|
if (!faceLowerPath.empty()) layers.push_back(faceLowerPath);
|
|
|
|
|
if (!faceUpperPath.empty()) layers.push_back(faceUpperPath);
|
2026-02-13 19:40:54 -08:00
|
|
|
for (const auto& up : underwearPaths) layers.push_back(up);
|
2026-02-15 12:53:15 -08:00
|
|
|
if (layers.size() > 1) {
|
|
|
|
|
compositeTex = charRenderer->compositeTextures(layers);
|
|
|
|
|
} else {
|
|
|
|
|
compositeTex = charRenderer->loadTexture(bodySkinPath);
|
|
|
|
|
}
|
2026-02-13 19:40:54 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
GLuint hairTex = 0;
|
|
|
|
|
if (!hairTexturePath.empty()) {
|
|
|
|
|
hairTex = charRenderer->loadTexture(hairTexturePath);
|
|
|
|
|
}
|
|
|
|
|
GLuint underwearTex = 0;
|
|
|
|
|
if (!underwearPaths.empty()) underwearTex = charRenderer->loadTexture(underwearPaths[0]);
|
|
|
|
|
else underwearTex = charRenderer->loadTexture(pelvisPath);
|
|
|
|
|
|
|
|
|
|
const PlayerTextureSlots& slots = playerTextureSlotsByModelId_[modelId];
|
|
|
|
|
if (slots.skin >= 0 && compositeTex != 0) {
|
|
|
|
|
charRenderer->setTextureSlotOverride(instanceId, static_cast<uint16_t>(slots.skin), compositeTex);
|
|
|
|
|
}
|
|
|
|
|
if (slots.hair >= 0 && hairTex != 0) {
|
|
|
|
|
charRenderer->setTextureSlotOverride(instanceId, static_cast<uint16_t>(slots.hair), hairTex);
|
|
|
|
|
}
|
|
|
|
|
if (slots.underwear >= 0 && underwearTex != 0) {
|
|
|
|
|
charRenderer->setTextureSlotOverride(instanceId, static_cast<uint16_t>(slots.underwear), underwearTex);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Geosets: body + hair/facial hair selections
|
|
|
|
|
std::unordered_set<uint16_t> activeGeosets;
|
2026-02-15 20:53:01 -08:00
|
|
|
// Body parts (group 0: IDs 0-99, some models use up to 27)
|
|
|
|
|
for (uint16_t i = 0; i <= 99; i++) activeGeosets.insert(i);
|
2026-02-13 19:40:54 -08:00
|
|
|
activeGeosets.insert(static_cast<uint16_t>(100 + hairStyleId + 1));
|
|
|
|
|
activeGeosets.insert(static_cast<uint16_t>(200 + facialFeatures + 1));
|
2026-02-15 20:53:01 -08:00
|
|
|
activeGeosets.insert(401); // Bare forearms (no gloves) — group 4
|
2026-02-15 20:59:29 -08:00
|
|
|
activeGeosets.insert(502); // Bare shins (no boots) — group 5
|
2026-02-15 20:53:01 -08:00
|
|
|
activeGeosets.insert(702); // Ears
|
|
|
|
|
activeGeosets.insert(801); // Bare wrists (no sleeves) — group 8
|
|
|
|
|
activeGeosets.insert(902); // Kneepads — group 9
|
|
|
|
|
activeGeosets.insert(1301); // Bare legs — group 13
|
|
|
|
|
activeGeosets.insert(1502); // No cloak — group 15
|
|
|
|
|
activeGeosets.insert(2002); // Bare feet — group 20
|
2026-02-13 19:40:54 -08:00
|
|
|
charRenderer->setActiveGeosets(instanceId, activeGeosets);
|
|
|
|
|
|
|
|
|
|
charRenderer->playAnimation(instanceId, 0, true);
|
|
|
|
|
playerInstances_[guid] = instanceId;
|
2026-02-13 20:10:19 -08:00
|
|
|
|
|
|
|
|
OnlinePlayerAppearanceState st;
|
|
|
|
|
st.instanceId = instanceId;
|
|
|
|
|
st.modelId = modelId;
|
|
|
|
|
st.raceId = raceId;
|
|
|
|
|
st.genderId = genderId;
|
|
|
|
|
st.appearanceBytes = appearanceBytes;
|
|
|
|
|
st.facialFeatures = facialFeatures;
|
|
|
|
|
st.bodySkinPath = bodySkinPath;
|
2026-02-15 20:53:01 -08:00
|
|
|
// 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);
|
2026-02-13 20:10:19 -08:00
|
|
|
onlinePlayerAppearance_[guid] = std::move(st);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Application::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;
|
|
|
|
|
|
2026-02-15 20:53:01 -08:00
|
|
|
// 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;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-13 20:10:19 -08:00
|
|
|
// If the player isn't spawned yet, store equipment until spawn.
|
|
|
|
|
if (!playerInstances_.count(guid) || !onlinePlayerAppearance_.count(guid)) {
|
|
|
|
|
pendingOnlinePlayerEquipment_[guid] = {displayInfoIds, inventoryTypes};
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto it = onlinePlayerAppearance_.find(guid);
|
|
|
|
|
if (it == onlinePlayerAppearance_.end()) return;
|
|
|
|
|
const OnlinePlayerAppearanceState& st = it->second;
|
|
|
|
|
|
|
|
|
|
auto* charRenderer = renderer->getCharacterRenderer();
|
|
|
|
|
if (!charRenderer) return;
|
|
|
|
|
if (st.instanceId == 0 || st.modelId == 0) return;
|
|
|
|
|
|
|
|
|
|
if (st.bodySkinPath.empty()) return;
|
|
|
|
|
|
|
|
|
|
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 ---
|
|
|
|
|
std::unordered_set<uint16_t> geosets;
|
2026-02-15 20:53:01 -08:00
|
|
|
// Body parts (group 0: IDs 0-99, some models use up to 27)
|
|
|
|
|
for (uint16_t i = 0; i <= 99; i++) geosets.insert(i);
|
2026-02-13 20:10:19 -08:00
|
|
|
|
|
|
|
|
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));
|
2026-02-15 20:53:01 -08:00
|
|
|
geosets.insert(401); // Body joint patches (knees)
|
|
|
|
|
geosets.insert(402); // Body joint patches (elbows)
|
|
|
|
|
geosets.insert(701); // Ears
|
|
|
|
|
geosets.insert(902); // Kneepads
|
|
|
|
|
geosets.insert(2002); // Bare feet mesh
|
2026-02-13 20:10:19 -08:00
|
|
|
|
|
|
|
|
const uint32_t geosetGroup1Field = idiL ? (*idiL)["GeosetGroup1"] : 7;
|
|
|
|
|
const uint32_t geosetGroup3Field = idiL ? (*idiL)["GeosetGroup3"] : 9;
|
|
|
|
|
|
|
|
|
|
// Chest/Shirt/Robe (invType 4,5,20)
|
|
|
|
|
{
|
|
|
|
|
uint32_t did = findDisplayIdByInvType({4, 5, 20});
|
|
|
|
|
uint32_t gg1 = getGeosetGroup(did, geosetGroup1Field);
|
|
|
|
|
geosets.insert(static_cast<uint16_t>(gg1 > 0 ? 501 + gg1 : 501));
|
|
|
|
|
|
|
|
|
|
uint32_t gg3 = getGeosetGroup(did, geosetGroup3Field);
|
|
|
|
|
if (gg3 > 0) geosets.insert(static_cast<uint16_t>(1301 + gg3));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Legs (invType 7)
|
|
|
|
|
{
|
|
|
|
|
uint32_t did = findDisplayIdByInvType({7});
|
|
|
|
|
uint32_t gg1 = getGeosetGroup(did, geosetGroup1Field);
|
|
|
|
|
if (geosets.count(1302) == 0 && geosets.count(1303) == 0) {
|
|
|
|
|
geosets.insert(static_cast<uint16_t>(gg1 > 0 ? 1301 + gg1 : 1301));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-15 20:53:01 -08:00
|
|
|
// Feet (invType 8): 401/402 are body patches (always on), 403+ are boot meshes
|
2026-02-13 20:10:19 -08:00
|
|
|
{
|
|
|
|
|
uint32_t did = findDisplayIdByInvType({8});
|
|
|
|
|
uint32_t gg1 = getGeosetGroup(did, geosetGroup1Field);
|
2026-02-15 20:53:01 -08:00
|
|
|
if (gg1 > 0) geosets.insert(static_cast<uint16_t>(402 + gg1));
|
2026-02-13 20:10:19 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Hands (invType 10)
|
|
|
|
|
{
|
|
|
|
|
uint32_t did = findDisplayIdByInvType({10});
|
|
|
|
|
uint32_t gg1 = getGeosetGroup(did, geosetGroup1Field);
|
|
|
|
|
geosets.insert(static_cast<uint16_t>(gg1 > 0 ? 301 + gg1 : 301));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Back/Cloak (invType 16)
|
|
|
|
|
geosets.insert(hasInvType({16}) ? 1502 : 1501);
|
|
|
|
|
// Tabard (invType 19)
|
|
|
|
|
if (hasInvType({19})) geosets.insert(1201);
|
|
|
|
|
|
|
|
|
|
charRenderer->setActiveGeosets(st.instanceId, geosets);
|
|
|
|
|
|
|
|
|
|
// --- Textures (skin atlas compositing) ---
|
|
|
|
|
static const char* componentDirs[] = {
|
|
|
|
|
"ArmUpperTexture",
|
|
|
|
|
"ArmLowerTexture",
|
|
|
|
|
"HandTexture",
|
|
|
|
|
"TorsoUpperTexture",
|
|
|
|
|
"TorsoLowerTexture",
|
|
|
|
|
"LegUpperTexture",
|
|
|
|
|
"LegLowerTexture",
|
|
|
|
|
"FootTexture",
|
|
|
|
|
};
|
|
|
|
|
|
2026-02-14 15:48:58 -08:00
|
|
|
// Texture component region fields from DBC layout
|
2026-02-14 16:33:24 -08:00
|
|
|
// Binary DBC (23 fields) has textures at 14+
|
2026-02-14 15:48:58 -08:00
|
|
|
const uint32_t texRegionFields[8] = {
|
2026-02-14 16:33:24 -08:00
|
|
|
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,
|
2026-02-14 15:48:58 -08:00
|
|
|
};
|
|
|
|
|
|
2026-02-13 20:10:19 -08:00
|
|
|
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++) {
|
2026-02-14 15:48:58 -08:00
|
|
|
std::string texName = displayInfoDbc->getString(
|
|
|
|
|
static_cast<uint32_t>(recIdx), texRegionFields[region]);
|
2026-02-13 20:10:19 -08:00
|
|
|
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;
|
|
|
|
|
|
|
|
|
|
GLuint newTex = charRenderer->compositeWithRegions(st.bodySkinPath, st.underwearPaths, regionLayers);
|
|
|
|
|
if (newTex != 0) {
|
|
|
|
|
charRenderer->setTextureSlotOverride(st.instanceId, static_cast<uint16_t>(slots.skin), newTex);
|
|
|
|
|
}
|
2026-02-13 19:40:54 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Application::despawnOnlinePlayer(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);
|
2026-02-13 20:10:19 -08:00
|
|
|
onlinePlayerAppearance_.erase(guid);
|
|
|
|
|
pendingOnlinePlayerEquipment_.erase(guid);
|
2026-02-13 19:40:54 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-11 00:54:38 -08:00
|
|
|
void Application::spawnOnlineGameObject(uint64_t guid, uint32_t entry, uint32_t displayId, float x, float y, float z, float orientation) {
|
2026-02-07 19:44:03 -08:00
|
|
|
if (!renderer || !assetManager) return;
|
|
|
|
|
|
|
|
|
|
if (!gameObjectLookupsBuilt_) {
|
|
|
|
|
buildGameObjectDisplayLookups();
|
|
|
|
|
}
|
|
|
|
|
if (!gameObjectLookupsBuilt_) return;
|
|
|
|
|
|
2026-02-08 00:59:40 -08:00
|
|
|
if (gameObjectInstances_.count(guid)) {
|
|
|
|
|
// Already have a render instance — update its position (e.g. transport re-creation)
|
|
|
|
|
auto& info = gameObjectInstances_[guid];
|
|
|
|
|
glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z));
|
2026-02-11 22:27:02 -08:00
|
|
|
LOG_DEBUG("GameObject position update: displayId=", displayId, " guid=0x", std::hex, guid, std::dec,
|
2026-02-09 18:04:20 -08:00
|
|
|
" pos=(", x, ", ", y, ", ", z, ")");
|
2026-02-08 00:59:40 -08:00
|
|
|
if (renderer) {
|
|
|
|
|
if (info.isWmo) {
|
2026-02-12 00:04:53 -08:00
|
|
|
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);
|
|
|
|
|
}
|
2026-02-08 00:59:40 -08:00
|
|
|
} else {
|
2026-02-12 00:04:53 -08:00
|
|
|
if (auto* mr = renderer->getM2Renderer()) {
|
|
|
|
|
glm::mat4 transform(1.0f);
|
|
|
|
|
transform = glm::translate(transform, renderPos);
|
|
|
|
|
transform = glm::rotate(transform, orientation, glm::vec3(0, 0, 1));
|
|
|
|
|
mr->setInstanceTransform(info.instanceId, transform);
|
|
|
|
|
}
|
2026-02-08 00:59:40 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
2026-02-07 19:44:03 -08:00
|
|
|
|
2026-02-11 00:54:38 -08:00
|
|
|
std::string modelPath;
|
|
|
|
|
|
2026-02-12 15:11:23 -08:00
|
|
|
// 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");
|
|
|
|
|
}
|
2026-02-11 00:54:38 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Fallback to normal displayId lookup if not a transport or no override matched
|
|
|
|
|
if (modelPath.empty()) {
|
|
|
|
|
modelPath = getGameObjectModelPathForDisplayId(displayId);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 19:44:03 -08:00
|
|
|
if (modelPath.empty()) {
|
|
|
|
|
LOG_WARNING("No model path for gameobject displayId ", displayId, " (guid 0x", std::hex, guid, std::dec, ")");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-09 18:04:20 -08:00
|
|
|
// Log spawns to help debug duplicate objects (e.g., cathedral issue)
|
2026-02-11 22:27:02 -08:00
|
|
|
LOG_DEBUG("GameObject spawn: displayId=", displayId, " guid=0x", std::hex, guid, std::dec,
|
2026-02-09 18:04:20 -08:00
|
|
|
" model=", modelPath, " pos=(", x, ", ", y, ", ", z, ")");
|
|
|
|
|
|
2026-02-07 19:44:03 -08:00
|
|
|
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));
|
2026-02-09 17:18:05 -08:00
|
|
|
float renderYaw = orientation;
|
2026-02-07 19:44:03 -08:00
|
|
|
|
2026-02-08 00:59:40 -08:00
|
|
|
bool loadedAsWmo = false;
|
2026-02-07 19:44:03 -08:00
|
|
|
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;
|
2026-02-08 00:59:40 -08:00
|
|
|
loadedAsWmo = true;
|
2026-02-07 19:44:03 -08:00
|
|
|
} else {
|
|
|
|
|
auto wmoData = assetManager->readFile(modelPath);
|
2026-02-08 00:59:40 -08:00
|
|
|
if (!wmoData.empty()) {
|
|
|
|
|
pipeline::WMOModel wmoModel = pipeline::WMOLoader::load(wmoData);
|
2026-02-11 22:27:02 -08:00
|
|
|
LOG_DEBUG("Gameobject WMO root loaded: ", modelPath, " nGroups=", wmoModel.nGroups);
|
2026-02-08 00:59:40 -08:00
|
|
|
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(c));
|
|
|
|
|
if (extLower == ".wmo") {
|
|
|
|
|
basePath = basePath.substr(0, basePath.size() - 4);
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-07 19:44:03 -08:00
|
|
|
|
2026-02-08 00:59:40 -08:00
|
|
|
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);
|
|
|
|
|
}
|
2026-02-07 19:44:03 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-08 00:59:40 -08:00
|
|
|
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);
|
2026-02-07 19:44:03 -08:00
|
|
|
}
|
2026-02-08 00:59:40 -08:00
|
|
|
} else {
|
|
|
|
|
LOG_WARNING("No WMO groups loaded for gameobject: ", modelPath,
|
|
|
|
|
" — falling back to M2");
|
2026-02-07 19:44:03 -08:00
|
|
|
}
|
2026-02-08 00:59:40 -08:00
|
|
|
} else {
|
|
|
|
|
LOG_WARNING("Failed to read gameobject WMO: ", modelPath, " — falling back to M2");
|
2026-02-07 19:44:03 -08:00
|
|
|
}
|
2026-02-08 00:59:40 -08:00
|
|
|
}
|
2026-02-07 19:44:03 -08:00
|
|
|
|
2026-02-08 00:59:40 -08:00
|
|
|
if (loadedAsWmo) {
|
|
|
|
|
uint32_t instanceId = wmoRenderer->createInstance(modelId, renderPos,
|
|
|
|
|
glm::vec3(0.0f, 0.0f, renderYaw), 1.0f);
|
|
|
|
|
if (instanceId == 0) {
|
|
|
|
|
LOG_WARNING("Failed to create gameobject WMO instance for guid 0x", std::hex, guid, std::dec);
|
2026-02-07 19:44:03 -08:00
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-08 00:59:40 -08:00
|
|
|
gameObjectInstances_[guid] = {modelId, instanceId, true};
|
2026-02-11 22:27:02 -08:00
|
|
|
LOG_DEBUG("Spawned gameobject WMO: guid=0x", std::hex, guid, std::dec,
|
2026-02-08 00:59:40 -08:00
|
|
|
" displayId=", displayId, " at (", x, ", ", y, ", ", z, ")");
|
2026-02-11 00:54:38 -08:00
|
|
|
|
2026-02-12 00:04:53 -08:00
|
|
|
// Spawn transport WMO doodads (chairs, furniture, etc.) as child M2 instances
|
2026-02-11 02:23:37 -08:00
|
|
|
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();
|
2026-02-12 00:04:53 -08:00
|
|
|
if (m2Renderer && isTransport) {
|
2026-02-11 02:23:37 -08:00
|
|
|
const auto* doodadTemplates = wmoRenderer->getDoodadTemplates(modelId);
|
|
|
|
|
if (doodadTemplates && !doodadTemplates->empty()) {
|
2026-02-12 00:04:53 -08:00
|
|
|
constexpr size_t kMaxTransportDoodads = 192;
|
|
|
|
|
const size_t doodadBudget = std::min(doodadTemplates->size(), kMaxTransportDoodads);
|
|
|
|
|
LOG_INFO("Spawning ", doodadBudget, "/", doodadTemplates->size(),
|
|
|
|
|
" doodads for transport WMO instance ", instanceId);
|
2026-02-11 02:23:37 -08:00
|
|
|
int spawnedDoodads = 0;
|
|
|
|
|
|
2026-02-12 00:04:53 -08:00
|
|
|
for (size_t i = 0; i < doodadBudget; ++i) {
|
|
|
|
|
const auto& doodadTemplate = (*doodadTemplates)[i];
|
2026-02-11 02:23:37 -08:00
|
|
|
// Load M2 model (may be cached)
|
|
|
|
|
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);
|
2026-02-14 13:57:54 -08:00
|
|
|
if (!skinData.empty() && m2Model.version >= 264) {
|
2026-02-11 02:23:37 -08:00
|
|
|
pipeline::M2Loader::loadSkin(skinData, m2Model);
|
|
|
|
|
}
|
|
|
|
|
if (!m2Model.isValid()) continue;
|
|
|
|
|
|
|
|
|
|
// Load model to renderer (cached if already loaded)
|
|
|
|
|
m2Renderer->loadModel(m2Model, doodadModelId);
|
|
|
|
|
|
|
|
|
|
// Create M2 instance at world origin (transform will be updated by WMO parent)
|
|
|
|
|
uint32_t m2InstanceId = m2Renderer->createInstance(doodadModelId, glm::vec3(0.0f), glm::vec3(0.0f), 1.0f);
|
|
|
|
|
if (m2InstanceId == 0) continue;
|
|
|
|
|
|
|
|
|
|
// Link doodad to WMO instance
|
|
|
|
|
wmoRenderer->addDoodadToInstance(instanceId, m2InstanceId, doodadTemplate.localTransform);
|
|
|
|
|
spawnedDoodads++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (spawnedDoodads > 0) {
|
|
|
|
|
LOG_INFO("Spawned ", spawnedDoodads, " doodads for transport WMO instance ", instanceId);
|
|
|
|
|
|
|
|
|
|
// Initial transform update to position doodads correctly
|
|
|
|
|
// (subsequent updates will happen automatically via setInstanceTransform)
|
|
|
|
|
glm::mat4 wmoTransform(1.0f);
|
|
|
|
|
wmoTransform = glm::translate(wmoTransform, renderPos);
|
|
|
|
|
wmoTransform = glm::rotate(wmoTransform, renderYaw, glm::vec3(0, 0, 1));
|
|
|
|
|
wmoRenderer->setInstanceTransform(instanceId, wmoTransform);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
LOG_INFO("Transport WMO has no doodads or templates not available");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-12 15:45:53 -08:00
|
|
|
// 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.
|
|
|
|
|
if (gameHandler && gameHandler->isTransportGuid(guid)) {
|
|
|
|
|
gameHandler->notifyTransportSpawned(guid, entry, displayId, x, y, z, orientation);
|
2026-02-11 00:54:38 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-07 19:44:03 -08:00
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-08 00:59:40 -08:00
|
|
|
// WMO failed — fall through to try as M2
|
|
|
|
|
// Convert .wmo path to .m2 for fallback
|
|
|
|
|
modelPath = modelPath.substr(0, modelPath.size() - 4) + ".m2";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
{
|
2026-02-07 19:44:03 -08:00
|
|
|
auto* m2Renderer = renderer->getM2Renderer();
|
|
|
|
|
if (!m2Renderer) return;
|
|
|
|
|
|
|
|
|
|
uint32_t modelId = 0;
|
|
|
|
|
auto itCache = gameObjectDisplayIdModelCache_.find(displayId);
|
|
|
|
|
if (itCache != gameObjectDisplayIdModelCache_.end()) {
|
|
|
|
|
modelId = itCache->second;
|
|
|
|
|
} else {
|
|
|
|
|
modelId = nextGameObjectModelId_++;
|
|
|
|
|
|
|
|
|
|
auto m2Data = assetManager->readFile(modelPath);
|
|
|
|
|
if (m2Data.empty()) {
|
|
|
|
|
LOG_WARNING("Failed to read gameobject M2: ", modelPath);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
pipeline::M2Model model = pipeline::M2Loader::load(m2Data);
|
|
|
|
|
if (model.vertices.empty()) {
|
|
|
|
|
LOG_WARNING("Failed to parse gameobject M2: ", modelPath);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::string skinPath = modelPath.substr(0, modelPath.size() - 3) + "00.skin";
|
|
|
|
|
auto skinData = assetManager->readFile(skinPath);
|
2026-02-14 13:57:54 -08:00
|
|
|
if (!skinData.empty() && model.version >= 264) {
|
2026-02-07 19:44:03 -08:00
|
|
|
pipeline::M2Loader::loadSkin(skinData, model);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!m2Renderer->loadModel(model, modelId)) {
|
|
|
|
|
LOG_WARNING("Failed to load gameobject model: ", modelPath);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gameObjectDisplayIdModelCache_[displayId] = modelId;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uint32_t instanceId = m2Renderer->createInstance(modelId, renderPos,
|
|
|
|
|
glm::vec3(0.0f, 0.0f, renderYaw), 1.0f);
|
|
|
|
|
if (instanceId == 0) {
|
|
|
|
|
LOG_WARNING("Failed to create gameobject instance for guid 0x", std::hex, guid, std::dec);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gameObjectInstances_[guid] = {modelId, instanceId, false};
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-11 22:27:02 -08:00
|
|
|
LOG_DEBUG("Spawned gameobject: guid=0x", std::hex, guid, std::dec,
|
2026-02-07 19:44:03 -08:00
|
|
|
" displayId=", displayId, " at (", x, ", ", y, ", ", z, ")");
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 13:47:03 -08:00
|
|
|
void Application::processCreatureSpawnQueue() {
|
|
|
|
|
if (pendingCreatureSpawns_.empty()) return;
|
2026-02-11 18:25:04 -08:00
|
|
|
if (!creatureLookupsBuilt_) {
|
|
|
|
|
buildCreatureDisplayLookups();
|
|
|
|
|
if (!creatureLookupsBuilt_) return;
|
|
|
|
|
}
|
2026-02-06 13:47:03 -08:00
|
|
|
|
2026-02-11 18:25:04 -08:00
|
|
|
int processed = 0;
|
|
|
|
|
while (!pendingCreatureSpawns_.empty() && processed < MAX_SPAWNS_PER_FRAME) {
|
|
|
|
|
PendingCreatureSpawn s = pendingCreatureSpawns_.front();
|
2026-02-06 13:47:03 -08:00
|
|
|
spawnOnlineCreature(s.guid, s.displayId, s.x, s.y, s.z, s.orientation);
|
|
|
|
|
pendingCreatureSpawns_.erase(pendingCreatureSpawns_.begin());
|
2026-02-11 18:25:04 -08:00
|
|
|
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) {
|
2026-02-11 19:28:15 -08:00
|
|
|
creatureSpawnRetryCounts_[s.guid] = static_cast<uint16_t>(retries + 1);
|
2026-02-11 18:25:04 -08:00
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
processed++;
|
2026-02-06 13:47:03 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-13 19:40:54 -08:00
|
|
|
void Application::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);
|
2026-02-13 20:10:19 -08:00
|
|
|
// Apply any equipment updates that arrived before the player was spawned.
|
|
|
|
|
auto pit = pendingOnlinePlayerEquipment_.find(s.guid);
|
|
|
|
|
if (pit != pendingOnlinePlayerEquipment_.end()) {
|
2026-02-16 00:51:59 -08:00
|
|
|
deferredEquipmentQueue_.push_back({s.guid, pit->second});
|
2026-02-13 20:10:19 -08:00
|
|
|
pendingOnlinePlayerEquipment_.erase(pit);
|
|
|
|
|
}
|
2026-02-13 19:40:54 -08:00
|
|
|
processed++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-16 00:51:59 -08:00
|
|
|
void Application::processDeferredEquipmentQueue() {
|
|
|
|
|
if (deferredEquipmentQueue_.empty()) return;
|
|
|
|
|
// Process at most 1 per frame — compositeWithRegions is expensive
|
|
|
|
|
auto [guid, equipData] = deferredEquipmentQueue_.front();
|
|
|
|
|
deferredEquipmentQueue_.erase(deferredEquipmentQueue_.begin());
|
|
|
|
|
setOnlinePlayerEquipment(guid, equipData.first, equipData.second);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 19:44:03 -08:00
|
|
|
void Application::processGameObjectSpawnQueue() {
|
|
|
|
|
if (pendingGameObjectSpawns_.empty()) return;
|
|
|
|
|
|
|
|
|
|
int spawned = 0;
|
|
|
|
|
while (!pendingGameObjectSpawns_.empty() && spawned < MAX_SPAWNS_PER_FRAME) {
|
|
|
|
|
auto& s = pendingGameObjectSpawns_.front();
|
2026-02-11 00:54:38 -08:00
|
|
|
spawnOnlineGameObject(s.guid, s.entry, s.displayId, s.x, s.y, s.z, s.orientation);
|
2026-02-07 19:44:03 -08:00
|
|
|
pendingGameObjectSpawns_.erase(pendingGameObjectSpawns_.begin());
|
|
|
|
|
spawned++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 18:33:14 -08:00
|
|
|
void Application::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;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-14 13:57:54 -08:00
|
|
|
// Load skin file (only for WotLK M2s - vanilla has embedded skin)
|
2026-02-07 18:33:14 -08:00
|
|
|
std::string skinPath = m2Path.substr(0, m2Path.size() - 3) + "00.skin";
|
|
|
|
|
auto skinData = assetManager->readFile(skinPath);
|
2026-02-14 13:57:54 -08:00
|
|
|
if (!skinData.empty() && model.version >= 264) {
|
2026-02-07 18:33:14 -08:00
|
|
|
pipeline::M2Loader::loadSkin(skinData, model);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
|
// Only load stand(0), walk(4), run(5) anims to avoid hang
|
|
|
|
|
if (animId != 0 && animId != 4 && animId != 5) continue;
|
|
|
|
|
char animFileName[256];
|
|
|
|
|
snprintf(animFileName, sizeof(animFileName), "%s%04u-%02u.anim",
|
|
|
|
|
basePath.c_str(), animId, model.sequences[si].variationIndex);
|
2026-02-12 02:27:59 -08:00
|
|
|
auto animData = assetManager->readFileOptional(animFileName);
|
2026-02-07 18:33:14 -08:00
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-11 18:25:04 -08:00
|
|
|
// Apply creature skin textures from CreatureDisplayInfo.dbc.
|
|
|
|
|
// Re-apply even for cached models so transient failures can self-heal.
|
2026-02-11 19:28:15 -08:00
|
|
|
std::string modelDir;
|
|
|
|
|
size_t lastSlash = m2Path.find_last_of("\\/");
|
|
|
|
|
if (lastSlash != std::string::npos) {
|
|
|
|
|
modelDir = m2Path.substr(0, lastSlash + 1);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-11 18:25:04 -08:00
|
|
|
auto itDisplayData = displayDataMap_.find(mountDisplayId);
|
2026-02-11 19:28:15 -08:00
|
|
|
bool haveDisplayData = false;
|
|
|
|
|
CreatureDisplayData dispData{};
|
2026-02-11 18:25:04 -08:00
|
|
|
if (itDisplayData != displayDataMap_.end()) {
|
2026-02-11 19:28:15 -08:00
|
|
|
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) {
|
2026-02-11 18:25:04 -08:00
|
|
|
// 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()) {
|
2026-02-11 19:28:15 -08:00
|
|
|
uint32_t sourceModelId = dispData.modelId;
|
2026-02-11 18:25:04 -08:00
|
|
|
int bestScore = -1;
|
|
|
|
|
for (const auto& [dispId, data] : displayDataMap_) {
|
2026-02-11 19:28:15 -08:00
|
|
|
if (data.modelId != sourceModelId) continue;
|
2026-02-11 18:25:04 -08:00
|
|
|
int score = 0;
|
2026-02-11 19:28:15 -08:00
|
|
|
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;
|
|
|
|
|
}
|
2026-02-11 18:25:04 -08:00
|
|
|
if (score > bestScore) {
|
|
|
|
|
bestScore = score;
|
|
|
|
|
dispData = data;
|
2026-02-08 03:24:12 -08:00
|
|
|
}
|
2026-02-11 18:25:04 -08:00
|
|
|
}
|
|
|
|
|
LOG_INFO("Mount skin fallback for displayId=", mountDisplayId,
|
2026-02-11 19:28:15 -08:00
|
|
|
" modelId=", sourceModelId, " skin1='", dispData.skin1,
|
2026-02-11 18:25:04 -08:00
|
|
|
"' skin2='", dispData.skin2, "' skin3='", dispData.skin3, "'");
|
|
|
|
|
}
|
|
|
|
|
const auto* md = charRenderer->getModelData(modelId);
|
|
|
|
|
if (md) {
|
|
|
|
|
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";
|
2026-02-07 18:33:14 -08:00
|
|
|
}
|
2026-02-11 18:25:04 -08:00
|
|
|
if (!texPath.empty()) {
|
2026-02-08 03:05:38 -08:00
|
|
|
GLuint skinTex = charRenderer->loadTexture(texPath);
|
|
|
|
|
if (skinTex != 0) {
|
2026-02-11 18:25:04 -08:00
|
|
|
charRenderer->setModelTexture(modelId, static_cast<uint32_t>(ti), skinTex);
|
|
|
|
|
replaced++;
|
2026-02-08 03:24:12 -08:00
|
|
|
}
|
2026-02-08 03:05:38 -08:00
|
|
|
}
|
2026-02-07 18:33:14 -08:00
|
|
|
}
|
2026-02-11 18:25:04 -08:00
|
|
|
// Some mounts (gryphon/wyvern) use empty model textures; force skin1 onto slot 0.
|
|
|
|
|
if (replaced == 0 && !dispData.skin1.empty() && !md->textures.empty()) {
|
|
|
|
|
std::string texPath = modelDir + dispData.skin1 + ".blp";
|
|
|
|
|
GLuint skinTex = charRenderer->loadTexture(texPath);
|
|
|
|
|
if (skinTex != 0) {
|
|
|
|
|
charRenderer->setModelTexture(modelId, 0, skinTex);
|
|
|
|
|
LOG_INFO("Forced mount skin1 texture on slot 0: ", texPath);
|
2026-02-11 19:28:15 -08:00
|
|
|
replaced++;
|
2026-02-11 18:25:04 -08:00
|
|
|
}
|
|
|
|
|
} else if (replaced == 0 && !md->textures.empty() && !md->textures[0].filename.empty()) {
|
|
|
|
|
// Last-resort: use the model's first texture filename if it exists.
|
|
|
|
|
GLuint texId = charRenderer->loadTexture(md->textures[0].filename);
|
|
|
|
|
if (texId != 0) {
|
|
|
|
|
charRenderer->setModelTexture(modelId, 0, texId);
|
|
|
|
|
LOG_INFO("Forced mount model texture on slot 0: ", md->textures[0].filename);
|
2026-02-11 19:28:15 -08:00
|
|
|
replaced++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Final taxi mount fallback for gryphon/wyvern models when display tables are sparse.
|
|
|
|
|
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("creature\\gryphon\\gryphon.m2") != std::string::npos) {
|
|
|
|
|
GLuint texId = charRenderer->loadTexture("Creature\\Gryphon\\Gryphon.blp");
|
|
|
|
|
if (texId != 0) {
|
|
|
|
|
charRenderer->setModelTexture(modelId, 0, texId);
|
|
|
|
|
LOG_INFO("Forced canonical gryphon texture on slot 0");
|
|
|
|
|
}
|
|
|
|
|
} else if (lowerMountPath.find("creature\\wyvern\\wyvern.m2") != std::string::npos) {
|
|
|
|
|
GLuint texId = charRenderer->loadTexture("Creature\\Wyvern\\Wyvern.blp");
|
|
|
|
|
if (texId != 0) {
|
|
|
|
|
charRenderer->setModelTexture(modelId, 0, texId);
|
|
|
|
|
LOG_INFO("Forced canonical wyvern texture on slot 0");
|
|
|
|
|
}
|
2026-02-11 18:25:04 -08:00
|
|
|
}
|
|
|
|
|
}
|
2026-02-07 18:33:14 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
Fix mount sounds, grey WMO meshes, taxi landing, tree animations, and classic dismount
- Per-family mount sounds (kodo, tallstrider, mechanostrider, etc.) detected from M2 model path
- Skip WMO groups with SHOW_SKYBOX flag or all-untextured batches (grey mesh in Orgrimmar)
- Freeze physics during taxi landing until terrain loads to prevent falling through void
- Disable bone animations on tropical vegetation (palm, bamboo, banana, etc.) to fix wiggling
- Snap player to final taxi waypoint on flight completion
- Extract mount aura spell ID from classic UNIT_FIELD_AURAS for CMSG_CANCEL_AURA dismount
- Increase /unstuck forward nudge to 5 units
2026-02-14 21:04:20 -08:00
|
|
|
renderer->setMounted(instanceId, mountDisplayId, heightOffset, m2Path);
|
2026-02-07 18:33:14 -08:00
|
|
|
charRenderer->playAnimation(instanceId, 0, true);
|
|
|
|
|
|
|
|
|
|
LOG_INFO("processPendingMount: DONE displayId=", mountDisplayId, " model=", m2Path, " heightOffset=", heightOffset);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 21:55:52 -08:00
|
|
|
void Application::despawnOnlineCreature(uint64_t guid) {
|
2026-02-13 19:40:54 -08:00
|
|
|
// 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)) {
|
|
|
|
|
despawnOnlinePlayer(guid);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-11 18:25:04 -08:00
|
|
|
pendingCreatureSpawnGuids_.erase(guid);
|
|
|
|
|
creatureSpawnRetryCounts_.erase(guid);
|
|
|
|
|
creaturePermanentFailureGuids_.erase(guid);
|
|
|
|
|
|
2026-02-05 21:55:52 -08:00
|
|
|
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);
|
|
|
|
|
|
2026-02-11 22:27:02 -08:00
|
|
|
LOG_DEBUG("Despawned creature: guid=0x", std::hex, guid, std::dec);
|
2026-02-05 21:55:52 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-07 19:44:03 -08:00
|
|
|
void Application::despawnOnlineGameObject(uint64_t guid) {
|
|
|
|
|
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);
|
|
|
|
|
|
2026-02-11 22:27:02 -08:00
|
|
|
LOG_DEBUG("Despawned gameobject: guid=0x", std::hex, guid, std::dec);
|
2026-02-07 19:44:03 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-09 23:05:23 -08:00
|
|
|
void Application::loadQuestMarkerModels() {
|
|
|
|
|
if (!assetManager || !renderer) return;
|
|
|
|
|
|
2026-02-09 23:25:22 -08:00
|
|
|
// Quest markers in WoW 3.3.5a are billboard sprites (BLP textures), not M2 models
|
|
|
|
|
// Load the BLP textures for quest markers
|
|
|
|
|
LOG_INFO("Quest markers will be rendered as billboard sprites using BLP textures:");
|
|
|
|
|
LOG_INFO(" - Available: Interface\\GossipFrame\\AvailableQuestIcon.blp");
|
|
|
|
|
LOG_INFO(" - Turn-in: Interface\\GossipFrame\\ActiveQuestIcon.blp");
|
|
|
|
|
LOG_INFO(" - Incomplete: Interface\\GossipFrame\\IncompleteQuestIcon.blp");
|
2026-02-09 23:05:23 -08:00
|
|
|
|
2026-02-09 23:25:22 -08:00
|
|
|
// TODO: Implement billboard sprite rendering for quest markers
|
|
|
|
|
// For now, the 2D ImGui markers will continue to work
|
2026-02-09 23:05:23 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Application::updateQuestMarkers() {
|
2026-02-09 23:41:38 -08:00
|
|
|
if (!gameHandler || !renderer) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto* questMarkerRenderer = renderer->getQuestMarkerRenderer();
|
|
|
|
|
if (!questMarkerRenderer) {
|
2026-02-09 23:08:30 -08:00
|
|
|
static bool logged = false;
|
|
|
|
|
if (!logged) {
|
2026-02-09 23:41:38 -08:00
|
|
|
LOG_WARNING("QuestMarkerRenderer not available!");
|
2026-02-09 23:08:30 -08:00
|
|
|
logged = true;
|
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
2026-02-09 23:05:23 -08:00
|
|
|
|
|
|
|
|
const auto& questStatuses = gameHandler->getNpcQuestStatuses();
|
|
|
|
|
|
2026-02-09 23:08:30 -08:00
|
|
|
static int logCounter = 0;
|
|
|
|
|
if (++logCounter % 300 == 0) { // Log every ~10 seconds at 30fps
|
2026-02-11 21:14:35 -08:00
|
|
|
LOG_DEBUG("Quest markers: ", questStatuses.size(), " NPCs with quest status");
|
2026-02-09 23:08:30 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-09 23:41:38 -08:00
|
|
|
// Clear all markers (we'll re-add active ones)
|
|
|
|
|
questMarkerRenderer->clear();
|
|
|
|
|
|
|
|
|
|
static bool firstRun = true;
|
|
|
|
|
int markersAdded = 0;
|
2026-02-09 23:05:23 -08:00
|
|
|
|
2026-02-09 23:41:38 -08:00
|
|
|
// Add markers for NPCs with quest status
|
2026-02-09 23:05:23 -08:00
|
|
|
for (const auto& [guid, status] : questStatuses) {
|
2026-02-09 23:41:38 -08:00
|
|
|
// Determine marker type
|
|
|
|
|
int markerType = -1; // -1 = no marker
|
2026-02-09 23:05:23 -08:00
|
|
|
|
|
|
|
|
using game::QuestGiverStatus;
|
|
|
|
|
switch (status) {
|
|
|
|
|
case QuestGiverStatus::AVAILABLE:
|
|
|
|
|
case QuestGiverStatus::AVAILABLE_LOW:
|
2026-02-09 23:41:38 -08:00
|
|
|
markerType = 0; // Available (yellow !)
|
2026-02-09 23:05:23 -08:00
|
|
|
break;
|
|
|
|
|
case QuestGiverStatus::REWARD:
|
2026-02-09 23:41:38 -08:00
|
|
|
markerType = 1; // Turn-in (yellow ?)
|
2026-02-09 23:05:23 -08:00
|
|
|
break;
|
|
|
|
|
case QuestGiverStatus::INCOMPLETE:
|
2026-02-09 23:41:38 -08:00
|
|
|
markerType = 2; // Incomplete (grey ?)
|
2026-02-09 23:05:23 -08:00
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-09 23:41:38 -08:00
|
|
|
if (markerType < 0) continue;
|
|
|
|
|
|
2026-02-09 23:05:23 -08:00
|
|
|
// Get NPC entity position
|
|
|
|
|
auto entity = gameHandler->getEntityManager().getEntity(guid);
|
|
|
|
|
if (!entity) continue;
|
|
|
|
|
|
|
|
|
|
glm::vec3 canonical(entity->getX(), entity->getY(), entity->getZ());
|
|
|
|
|
glm::vec3 renderPos = coords::canonicalToRender(canonical);
|
|
|
|
|
|
2026-02-09 23:41:38 -08:00
|
|
|
// Get NPC bounding height for proper marker positioning
|
2026-02-09 23:05:23 -08:00
|
|
|
glm::vec3 boundsCenter;
|
|
|
|
|
float boundsRadius = 0.0f;
|
2026-02-09 23:41:38 -08:00
|
|
|
float boundingHeight = 2.0f; // Default
|
2026-02-09 23:05:23 -08:00
|
|
|
if (getRenderBoundsForGuid(guid, boundsCenter, boundsRadius)) {
|
2026-02-09 23:41:38 -08:00
|
|
|
boundingHeight = boundsRadius * 2.0f;
|
2026-02-09 23:05:23 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-09 23:41:38 -08:00
|
|
|
// Set the marker (renderer will handle positioning, bob, glow, etc.)
|
|
|
|
|
questMarkerRenderer->setMarker(guid, renderPos, markerType, boundingHeight);
|
|
|
|
|
markersAdded++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (firstRun && markersAdded > 0) {
|
2026-02-11 21:14:35 -08:00
|
|
|
LOG_DEBUG("Quest markers: Added ", markersAdded, " markers on first run");
|
2026-02-09 23:41:38 -08:00
|
|
|
firstRun = false;
|
2026-02-09 23:05:23 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-10 21:29:10 -08:00
|
|
|
void Application::setupTestTransport() {
|
|
|
|
|
if (!gameHandler || !renderer || !assetManager) return;
|
|
|
|
|
|
|
|
|
|
auto* transportManager = gameHandler->getTransportManager();
|
|
|
|
|
auto* wmoRenderer = renderer->getWMORenderer();
|
|
|
|
|
if (!transportManager || !wmoRenderer) return;
|
|
|
|
|
|
|
|
|
|
LOG_INFO("========================================");
|
|
|
|
|
LOG_INFO(" SETTING UP TEST TRANSPORT");
|
|
|
|
|
LOG_INFO("========================================");
|
|
|
|
|
|
|
|
|
|
// Connect transport manager to WMO renderer
|
|
|
|
|
transportManager->setWMORenderer(wmoRenderer);
|
|
|
|
|
|
2026-02-11 02:23:37 -08:00
|
|
|
// Connect WMORenderer to M2Renderer (for hierarchical transforms: doodads following WMO parents)
|
|
|
|
|
if (renderer->getM2Renderer()) {
|
|
|
|
|
wmoRenderer->setM2Renderer(renderer->getM2Renderer());
|
|
|
|
|
LOG_INFO("WMORenderer connected to M2Renderer for test transport doodad transforms");
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-10 21:29:10 -08:00
|
|
|
// Define a simple circular path around Stormwind harbor (canonical coordinates)
|
|
|
|
|
// These coordinates are approximate - adjust based on actual harbor layout
|
|
|
|
|
std::vector<glm::vec3> harborPath = {
|
|
|
|
|
{-8833.0f, 628.0f, 94.0f}, // Start point (Stormwind harbor)
|
|
|
|
|
{-8900.0f, 650.0f, 94.0f}, // Move west
|
|
|
|
|
{-8950.0f, 700.0f, 94.0f}, // Northwest
|
|
|
|
|
{-8950.0f, 780.0f, 94.0f}, // North
|
|
|
|
|
{-8900.0f, 830.0f, 94.0f}, // Northeast
|
|
|
|
|
{-8833.0f, 850.0f, 94.0f}, // East
|
|
|
|
|
{-8766.0f, 830.0f, 94.0f}, // Southeast
|
|
|
|
|
{-8716.0f, 780.0f, 94.0f}, // South
|
|
|
|
|
{-8716.0f, 700.0f, 94.0f}, // Southwest
|
|
|
|
|
{-8766.0f, 650.0f, 94.0f}, // Back to start direction
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// Register the path with transport manager
|
|
|
|
|
uint32_t pathId = 1;
|
|
|
|
|
float speed = 12.0f; // 12 units/sec (slower than taxi for a leisurely boat ride)
|
|
|
|
|
transportManager->loadPathFromNodes(pathId, harborPath, true, speed);
|
|
|
|
|
LOG_INFO("Registered transport path ", pathId, " with ", harborPath.size(), " waypoints, speed=", speed);
|
|
|
|
|
|
|
|
|
|
// Try to load a transport WMO model
|
|
|
|
|
// Common transport WMOs: Transportship.wmo (generic ship)
|
|
|
|
|
std::string transportWmoPath = "Transports\\Transportship\\Transportship.wmo";
|
|
|
|
|
|
|
|
|
|
auto wmoData = assetManager->readFile(transportWmoPath);
|
|
|
|
|
if (wmoData.empty()) {
|
|
|
|
|
LOG_WARNING("Could not load transport WMO: ", transportWmoPath);
|
|
|
|
|
LOG_INFO("Trying alternative: Boat transport");
|
|
|
|
|
transportWmoPath = "Transports\\Boat\\Boat.wmo";
|
|
|
|
|
wmoData = assetManager->readFile(transportWmoPath);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (wmoData.empty()) {
|
|
|
|
|
LOG_WARNING("No transport WMO found - test transport disabled");
|
|
|
|
|
LOG_INFO("Available transport WMOs are typically in Transports\\ directory");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Load WMO model
|
|
|
|
|
pipeline::WMOModel wmoModel = pipeline::WMOLoader::load(wmoData);
|
|
|
|
|
LOG_INFO("Transport WMO root loaded: ", transportWmoPath, " nGroups=", wmoModel.nGroups);
|
|
|
|
|
|
|
|
|
|
// Load WMO groups
|
|
|
|
|
int loadedGroups = 0;
|
|
|
|
|
if (wmoModel.nGroups > 0) {
|
|
|
|
|
std::string basePath = transportWmoPath.substr(0, transportWmoPath.size() - 4);
|
|
|
|
|
|
|
|
|
|
for (uint32_t gi = 0; gi < wmoModel.nGroups; gi++) {
|
|
|
|
|
char groupSuffix[16];
|
|
|
|
|
snprintf(groupSuffix, sizeof(groupSuffix), "_%03u.wmo", gi);
|
|
|
|
|
std::string groupPath = basePath + groupSuffix;
|
|
|
|
|
std::vector<uint8_t> groupData = assetManager->readFile(groupPath);
|
|
|
|
|
|
|
|
|
|
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) {
|
|
|
|
|
LOG_WARNING("Failed to load any WMO groups for transport");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Load WMO into renderer
|
|
|
|
|
uint32_t wmoModelId = 99999; // Use high ID to avoid conflicts
|
|
|
|
|
if (!wmoRenderer->loadModel(wmoModel, wmoModelId)) {
|
|
|
|
|
LOG_WARNING("Failed to load transport WMO model into renderer");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Create WMO instance at first waypoint (convert canonical to render coords)
|
|
|
|
|
glm::vec3 startCanonical = harborPath[0];
|
|
|
|
|
glm::vec3 startRender = core::coords::canonicalToRender(startCanonical);
|
|
|
|
|
|
|
|
|
|
uint32_t wmoInstanceId = wmoRenderer->createInstance(wmoModelId, startRender,
|
|
|
|
|
glm::vec3(0.0f, 0.0f, 0.0f), 1.0f);
|
|
|
|
|
|
|
|
|
|
if (wmoInstanceId == 0) {
|
|
|
|
|
LOG_WARNING("Failed to create transport WMO instance");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Register transport with transport manager
|
|
|
|
|
uint64_t transportGuid = 0x1000000000000001ULL; // Fake GUID for test
|
2026-02-11 00:54:38 -08:00
|
|
|
transportManager->registerTransport(transportGuid, wmoInstanceId, pathId, startCanonical);
|
2026-02-10 21:29:10 -08:00
|
|
|
|
|
|
|
|
// Optional: Set deck bounds (rough estimate for a ship deck)
|
|
|
|
|
transportManager->setDeckBounds(transportGuid,
|
|
|
|
|
glm::vec3(-15.0f, -30.0f, 0.0f),
|
|
|
|
|
glm::vec3(15.0f, 30.0f, 10.0f));
|
|
|
|
|
|
|
|
|
|
LOG_INFO("========================================");
|
|
|
|
|
LOG_INFO("Test transport registered:");
|
|
|
|
|
LOG_INFO(" GUID: 0x", std::hex, transportGuid, std::dec);
|
|
|
|
|
LOG_INFO(" WMO Instance: ", wmoInstanceId);
|
|
|
|
|
LOG_INFO(" Path: ", pathId, " (", harborPath.size(), " waypoints)");
|
|
|
|
|
LOG_INFO(" Speed: ", speed, " units/sec");
|
|
|
|
|
LOG_INFO("========================================");
|
|
|
|
|
LOG_INFO("");
|
|
|
|
|
LOG_INFO("To board the transport, use console command:");
|
|
|
|
|
LOG_INFO(" /transport board");
|
|
|
|
|
LOG_INFO("To disembark:");
|
|
|
|
|
LOG_INFO(" /transport leave");
|
|
|
|
|
LOG_INFO("========================================");
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
} // namespace core
|
|
|
|
|
} // namespace wowee
|