2026-02-02 12:24:50 -08:00
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#include "game/npc_manager.hpp"
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#include "game/entity.hpp"
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2026-02-04 17:37:28 -08:00
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#include "core/coordinates.hpp"
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2026-02-02 12:24:50 -08:00
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#include "pipeline/asset_manager.hpp"
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#include "pipeline/m2_loader.hpp"
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#include "pipeline/dbc_loader.hpp"
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#include "rendering/character_renderer.hpp"
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#include "core/logger.hpp"
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#include <random>
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#include <cmath>
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#include <algorithm>
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#include <cctype>
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namespace wowee {
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namespace game {
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// Random emote animation IDs (humanoid only)
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static const uint32_t EMOTE_ANIMS[] = { 60, 66, 67, 70 }; // Talk, Bow, Wave, Laugh
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static constexpr int NUM_EMOTE_ANIMS = 4;
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static float randomFloat(float lo, float hi) {
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static std::mt19937 rng(std::random_device{}());
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std::uniform_real_distribution<float> dist(lo, hi);
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return dist(rng);
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}
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static std::string toLowerStr(const std::string& s) {
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std::string out = s;
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for (char& c : out) c = static_cast<char>(std::tolower(static_cast<unsigned char>(c)));
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return out;
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}
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// Look up texture variants for a creature M2 using CreatureDisplayInfo.dbc
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// Returns up to 3 texture variant names (for type 1, 2, 3 texture slots)
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static std::vector<std::string> lookupTextureVariants(
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pipeline::AssetManager* am, const std::string& m2Path) {
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std::vector<std::string> variants;
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auto modelDataDbc = am->loadDBC("CreatureModelData.dbc");
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auto displayInfoDbc = am->loadDBC("CreatureDisplayInfo.dbc");
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if (!modelDataDbc || !displayInfoDbc) return variants;
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// CreatureModelData stores .mdx paths; convert our .m2 path for matching
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std::string mdxPath = m2Path;
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if (mdxPath.size() > 3) {
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mdxPath = mdxPath.substr(0, mdxPath.size() - 3) + ".mdx";
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}
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std::string mdxLower = toLowerStr(mdxPath);
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// Find model ID from CreatureModelData (col 0 = ID, col 2 = modelName)
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uint32_t creatureModelId = 0;
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for (uint32_t r = 0; r < modelDataDbc->getRecordCount(); r++) {
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std::string dbcModel = modelDataDbc->getString(r, 2);
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if (toLowerStr(dbcModel) == mdxLower) {
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creatureModelId = modelDataDbc->getUInt32(r, 0);
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LOG_INFO("NpcManager: DBC match for '", m2Path,
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"' -> CreatureModelData ID ", creatureModelId);
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break;
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}
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}
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if (creatureModelId == 0) return variants;
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// Find first CreatureDisplayInfo entry for this model
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// Col 0=ID, 1=ModelID, 6=TextureVariation_1, 7=TextureVariation_2, 8=TextureVariation_3
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for (uint32_t r = 0; r < displayInfoDbc->getRecordCount(); r++) {
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if (displayInfoDbc->getUInt32(r, 1) == creatureModelId) {
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std::string v1 = displayInfoDbc->getString(r, 6);
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std::string v2 = displayInfoDbc->getString(r, 7);
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std::string v3 = displayInfoDbc->getString(r, 8);
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if (!v1.empty()) variants.push_back(v1);
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if (!v2.empty()) variants.push_back(v2);
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if (!v3.empty()) variants.push_back(v3);
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LOG_INFO("NpcManager: DisplayInfo textures: '", v1, "', '", v2, "', '", v3, "'");
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break;
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}
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}
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return variants;
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}
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void NpcManager::loadCreatureModel(pipeline::AssetManager* am,
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rendering::CharacterRenderer* cr,
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const std::string& m2Path,
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uint32_t modelId) {
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auto m2Data = am->readFile(m2Path);
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if (m2Data.empty()) {
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LOG_WARNING("NpcManager: failed to read M2 file: ", m2Path);
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return;
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}
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auto model = pipeline::M2Loader::load(m2Data);
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// Derive skin path: replace .m2 with 00.skin
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std::string skinPath = m2Path;
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if (skinPath.size() > 3) {
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skinPath = skinPath.substr(0, skinPath.size() - 3) + "00.skin";
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}
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auto skinData = am->readFile(skinPath);
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if (!skinData.empty()) {
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pipeline::M2Loader::loadSkin(skinData, model);
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}
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if (!model.isValid()) {
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LOG_WARNING("NpcManager: invalid model: ", m2Path);
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return;
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}
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// Load external .anim files for sequences without flag 0x20
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std::string basePath = m2Path.substr(0, m2Path.size() - 3); // remove ".m2"
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for (uint32_t si = 0; si < model.sequences.size(); si++) {
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if (!(model.sequences[si].flags & 0x20)) {
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char animFileName[256];
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snprintf(animFileName, sizeof(animFileName),
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"%s%04u-%02u.anim",
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basePath.c_str(),
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model.sequences[si].id,
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model.sequences[si].variationIndex);
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auto animFileData = am->readFile(animFileName);
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if (!animFileData.empty()) {
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pipeline::M2Loader::loadAnimFile(m2Data, animFileData, si, model);
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}
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}
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}
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// --- Resolve creature skin textures ---
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// Extract model directory: "Creature\Wolf\" from "Creature\Wolf\Wolf.m2"
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size_t lastSlash = m2Path.find_last_of("\\/");
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std::string modelDir = (lastSlash != std::string::npos)
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? m2Path.substr(0, lastSlash + 1) : "";
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// Extract model base name: "Wolf" from "Creature\Wolf\Wolf.m2"
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std::string modelFileName = (lastSlash != std::string::npos)
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? m2Path.substr(lastSlash + 1) : m2Path;
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std::string modelBaseName = modelFileName.substr(0, modelFileName.size() - 3); // remove ".m2"
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// Log existing texture info
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for (size_t ti = 0; ti < model.textures.size(); ti++) {
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LOG_INFO("NpcManager: ", m2Path, " tex[", ti, "] type=",
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model.textures[ti].type, " file='", model.textures[ti].filename, "'");
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}
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// Check if any textures need resolution
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// Type 11 = creature skin 1, type 12 = creature skin 2, type 13 = creature skin 3
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// Type 1 = character body skin (also possible on some creature models)
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auto needsResolve = [](uint32_t t) {
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return t == 11 || t == 12 || t == 13 || t == 1 || t == 2 || t == 3;
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};
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bool needsVariants = false;
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for (const auto& tex : model.textures) {
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if (needsResolve(tex.type) && tex.filename.empty()) {
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needsVariants = true;
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break;
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}
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}
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if (needsVariants) {
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// Try DBC-based lookup first
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auto variants = lookupTextureVariants(am, m2Path);
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// Fill in unresolved textures from DBC variants
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// Creature skin types map: type 11 -> variant[0], type 12 -> variant[1], type 13 -> variant[2]
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// Also type 1 -> variant[0] as fallback
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for (auto& tex : model.textures) {
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if (!needsResolve(tex.type) || !tex.filename.empty()) continue;
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// Determine which variant index this texture type maps to
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size_t varIdx = 0;
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if (tex.type == 11 || tex.type == 1) varIdx = 0;
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else if (tex.type == 12 || tex.type == 2) varIdx = 1;
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else if (tex.type == 13 || tex.type == 3) varIdx = 2;
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std::string resolved;
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if (varIdx < variants.size() && !variants[varIdx].empty()) {
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// DBC variant: <ModelDir>\<Variant>.blp
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resolved = modelDir + variants[varIdx] + ".blp";
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if (!am->fileExists(resolved)) {
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LOG_WARNING("NpcManager: DBC texture not found: ", resolved);
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resolved.clear();
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}
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}
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// Fallback heuristics if DBC didn't provide a texture
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if (resolved.empty()) {
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// Try <ModelDir>\<ModelName>Skin.blp
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std::string skinTry = modelDir + modelBaseName + "Skin.blp";
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if (am->fileExists(skinTry)) {
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resolved = skinTry;
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} else {
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// Try <ModelDir>\<ModelName>.blp
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std::string altTry = modelDir + modelBaseName + ".blp";
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if (am->fileExists(altTry)) {
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resolved = altTry;
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}
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}
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}
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if (!resolved.empty()) {
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tex.filename = resolved;
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LOG_INFO("NpcManager: resolved type-", tex.type,
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" texture -> '", resolved, "'");
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} else {
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LOG_WARNING("NpcManager: could not resolve type-", tex.type,
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" texture for ", m2Path);
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}
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}
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}
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cr->loadModel(model, modelId);
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LOG_INFO("NpcManager: loaded model id=", modelId, " path=", m2Path,
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" verts=", model.vertices.size(), " bones=", model.bones.size(),
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" anims=", model.sequences.size(), " textures=", model.textures.size());
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}
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void NpcManager::initialize(pipeline::AssetManager* am,
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rendering::CharacterRenderer* cr,
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EntityManager& em,
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const glm::vec3& playerSpawnGL) {
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if (!am || !am->isInitialized() || !cr) {
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LOG_WARNING("NpcManager: cannot initialize — missing AssetManager or CharacterRenderer");
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return;
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}
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// Define spawn table: NPC positions are offsets from player spawn in GL coords
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struct SpawnEntry {
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const char* name;
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const char* m2Path;
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uint32_t level;
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uint32_t health;
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float offsetX; // GL X offset from player
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float offsetY; // GL Y offset from player
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float rotation;
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float scale;
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bool isCritter;
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};
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static const SpawnEntry spawnTable[] = {
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// Guards
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{ "Stormwind Guard", "Creature\\HumanMaleGuard\\HumanMaleGuard.m2",
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60, 42000, -15.0f, 10.0f, 0.0f, 1.0f, false },
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{ "Stormwind Guard", "Creature\\HumanMaleGuard\\HumanMaleGuard.m2",
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60, 42000, 20.0f, -5.0f, 2.3f, 1.0f, false },
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{ "Stormwind Guard", "Creature\\HumanMaleGuard\\HumanMaleGuard.m2",
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60, 42000, -25.0f, -15.0f, 1.0f, 1.0f, false },
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// Citizens
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{ "Stormwind Citizen", "Creature\\HumanMalePeasant\\HumanMalePeasant.m2",
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5, 1200, 12.0f, 18.0f, 3.5f, 1.0f, false },
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{ "Stormwind Citizen", "Creature\\HumanMalePeasant\\HumanMalePeasant.m2",
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5, 1200, -8.0f, -22.0f, 5.0f, 1.0f, false },
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{ "Stormwind Citizen", "Creature\\HumanFemalePeasant\\HumanFemalePeasant.m2",
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5, 1200, 30.0f, 8.0f, 1.8f, 1.0f, false },
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{ "Stormwind Citizen", "Creature\\HumanFemalePeasant\\HumanFemalePeasant.m2",
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5, 1200, -18.0f, 25.0f, 4.2f, 1.0f, false },
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// Critters
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{ "Wolf", "Creature\\Wolf\\Wolf.m2",
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1, 42, 35.0f, -20.0f, 0.7f, 1.0f, true },
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{ "Wolf", "Creature\\Wolf\\Wolf.m2",
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1, 42, 40.0f, -15.0f, 1.2f, 1.0f, true },
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{ "Chicken", "Creature\\Chicken\\Chicken.m2",
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1, 10, -10.0f, 30.0f, 2.0f, 1.0f, true },
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{ "Chicken", "Creature\\Chicken\\Chicken.m2",
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1, 10, -12.0f, 33.0f, 3.8f, 1.0f, true },
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{ "Cat", "Creature\\Cat\\Cat.m2",
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1, 42, 5.0f, -35.0f, 4.5f, 1.0f, true },
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{ "Deer", "Creature\\Deer\\Deer.m2",
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1, 42, -35.0f, -30.0f, 0.3f, 1.0f, true },
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};
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constexpr size_t spawnCount = sizeof(spawnTable) / sizeof(spawnTable[0]);
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// Load each unique M2 model once
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for (size_t i = 0; i < spawnCount; i++) {
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const std::string path(spawnTable[i].m2Path);
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if (loadedModels.find(path) == loadedModels.end()) {
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uint32_t mid = nextModelId++;
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loadCreatureModel(am, cr, path, mid);
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loadedModels[path] = mid;
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}
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}
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// Spawn each NPC instance
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for (size_t i = 0; i < spawnCount; i++) {
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const auto& s = spawnTable[i];
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const std::string path(s.m2Path);
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auto it = loadedModels.find(path);
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if (it == loadedModels.end()) continue; // model failed to load
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uint32_t modelId = it->second;
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// GL position: offset from player spawn
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glm::vec3 glPos = playerSpawnGL + glm::vec3(s.offsetX, s.offsetY, 0.0f);
|
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|
|
|
|
|
|
|
// Create render instance
|
|
|
|
|
uint32_t instanceId = cr->createInstance(modelId, glPos,
|
|
|
|
|
glm::vec3(0.0f, 0.0f, s.rotation), s.scale);
|
|
|
|
|
if (instanceId == 0) {
|
|
|
|
|
LOG_WARNING("NpcManager: failed to create instance for ", s.name);
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
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|
|
|
|
|
// Play idle animation (anim ID 0)
|
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|
|
cr->playAnimation(instanceId, 0, true);
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|
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|
|
|
// Assign unique GUID
|
|
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|
|
uint64_t guid = nextGuid++;
|
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|
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|
|
|
|
|
// Create entity in EntityManager
|
|
|
|
|
auto unit = std::make_shared<Unit>(guid);
|
|
|
|
|
unit->setName(s.name);
|
|
|
|
|
unit->setLevel(s.level);
|
|
|
|
|
unit->setHealth(s.health);
|
|
|
|
|
unit->setMaxHealth(s.health);
|
|
|
|
|
|
2026-02-04 17:37:28 -08:00
|
|
|
// Store canonical WoW coordinates for targeting/server compatibility
|
|
|
|
|
glm::vec3 canonical = core::coords::renderToCanonical(glPos);
|
|
|
|
|
unit->setPosition(canonical.x, canonical.y, canonical.z, s.rotation);
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
|
|
|
em.addEntity(guid, unit);
|
|
|
|
|
|
|
|
|
|
// Track NPC instance
|
|
|
|
|
NpcInstance npc{};
|
|
|
|
|
npc.guid = guid;
|
|
|
|
|
npc.renderInstanceId = instanceId;
|
|
|
|
|
npc.emoteTimer = randomFloat(5.0f, 15.0f);
|
|
|
|
|
npc.emoteEndTimer = 0.0f;
|
|
|
|
|
npc.isEmoting = false;
|
|
|
|
|
npc.isCritter = s.isCritter;
|
|
|
|
|
npcs.push_back(npc);
|
|
|
|
|
|
|
|
|
|
LOG_INFO("NpcManager: spawned '", s.name, "' guid=0x", std::hex, guid, std::dec,
|
|
|
|
|
" at GL(", glPos.x, ",", glPos.y, ",", glPos.z, ")");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_INFO("NpcManager: initialized ", npcs.size(), " NPCs with ",
|
|
|
|
|
loadedModels.size(), " unique models");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void NpcManager::update(float deltaTime, rendering::CharacterRenderer* cr) {
|
|
|
|
|
if (!cr) return;
|
|
|
|
|
|
|
|
|
|
for (auto& npc : npcs) {
|
|
|
|
|
// Critters just idle — no emotes
|
|
|
|
|
if (npc.isCritter) continue;
|
|
|
|
|
|
|
|
|
|
if (npc.isEmoting) {
|
|
|
|
|
npc.emoteEndTimer -= deltaTime;
|
|
|
|
|
if (npc.emoteEndTimer <= 0.0f) {
|
|
|
|
|
// Return to idle
|
|
|
|
|
cr->playAnimation(npc.renderInstanceId, 0, true);
|
|
|
|
|
npc.isEmoting = false;
|
|
|
|
|
npc.emoteTimer = randomFloat(5.0f, 15.0f);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
npc.emoteTimer -= deltaTime;
|
|
|
|
|
if (npc.emoteTimer <= 0.0f) {
|
|
|
|
|
// Play random emote
|
|
|
|
|
int idx = static_cast<int>(randomFloat(0.0f, static_cast<float>(NUM_EMOTE_ANIMS) - 0.01f));
|
|
|
|
|
uint32_t emoteAnim = EMOTE_ANIMS[idx];
|
|
|
|
|
cr->playAnimation(npc.renderInstanceId, emoteAnim, false);
|
|
|
|
|
npc.isEmoting = true;
|
|
|
|
|
npc.emoteEndTimer = randomFloat(2.0f, 4.0f);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace game
|
|
|
|
|
} // namespace wowee
|