Kelsidavis-WoWee/src/core/application.cpp

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#include "core/application.hpp"
#include "core/coordinates.hpp"
#include "core/spawn_presets.hpp"
#include "core/logger.hpp"
#include "rendering/renderer.hpp"
#include "rendering/camera.hpp"
#include "rendering/camera_controller.hpp"
#include "rendering/terrain_renderer.hpp"
#include "rendering/terrain_manager.hpp"
#include "rendering/performance_hud.hpp"
#include "rendering/water_renderer.hpp"
#include "rendering/skybox.hpp"
#include "rendering/celestial.hpp"
#include "rendering/starfield.hpp"
#include "rendering/clouds.hpp"
#include "rendering/lens_flare.hpp"
#include "rendering/weather.hpp"
#include "rendering/character_renderer.hpp"
#include "rendering/wmo_renderer.hpp"
#include "rendering/minimap.hpp"
#include "rendering/loading_screen.hpp"
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#include "audio/music_manager.hpp"
#include "audio/footstep_manager.hpp"
#include "audio/activity_sound_manager.hpp"
#include <imgui.h>
#include "pipeline/m2_loader.hpp"
#include "pipeline/wmo_loader.hpp"
#include "pipeline/dbc_loader.hpp"
#include "ui/ui_manager.hpp"
#include "auth/auth_handler.hpp"
#include "game/game_handler.hpp"
#include "game/world.hpp"
#include "game/npc_manager.hpp"
#include "pipeline/asset_manager.hpp"
#include <SDL2/SDL.h>
#include <GL/glew.h>
#include <chrono>
#include <cstdlib>
#include <algorithm>
#include <cctype>
#include <optional>
#include <sstream>
#include <set>
namespace wowee {
namespace core {
namespace {
const SpawnPreset* selectSpawnPreset(const char* envValue) {
if (!envValue || !*envValue) {
return &SPAWN_PRESETS[0];
}
std::string key = envValue;
std::transform(key.begin(), key.end(), key.begin(), [](unsigned char c) {
return static_cast<char>(std::tolower(c));
});
for (int i = 0; i < SPAWN_PRESET_COUNT; i++) {
if (key == SPAWN_PRESETS[i].key) return &SPAWN_PRESETS[i];
}
LOG_WARNING("Unknown WOW_SPAWN='", key, "', falling back to goldshire");
LOG_INFO("Available WOW_SPAWN presets: goldshire, stormwind, sw_plaza, ironforge, westfall");
return &SPAWN_PRESETS[0];
}
} // namespace
const char* Application::mapIdToName(uint32_t mapId) {
switch (mapId) {
case 0: return "Azeroth";
case 1: return "Kalimdor";
case 530: return "Outland";
case 571: return "Northrend";
default: return "Azeroth";
}
}
std::string Application::getPlayerModelPath() const {
return game::getPlayerModelPath(spRace_, spGender_);
}
namespace {
std::optional<glm::vec3> parseVec3Csv(const char* raw) {
if (!raw || !*raw) return std::nullopt;
std::stringstream ss(raw);
std::string part;
float vals[3];
for (int i = 0; i < 3; i++) {
if (!std::getline(ss, part, ',')) return std::nullopt;
try {
vals[i] = std::stof(part);
} catch (...) {
return std::nullopt;
}
}
return glm::vec3(vals[0], vals[1], vals[2]);
}
std::optional<std::pair<float, float>> parseYawPitchCsv(const char* raw) {
if (!raw || !*raw) return std::nullopt;
std::stringstream ss(raw);
std::string part;
float yaw = 0.0f, pitch = 0.0f;
if (!std::getline(ss, part, ',')) return std::nullopt;
try { yaw = std::stof(part); } catch (...) { return std::nullopt; }
if (!std::getline(ss, part, ',')) return std::nullopt;
try { pitch = std::stof(part); } catch (...) { return std::nullopt; }
return std::make_pair(yaw, pitch);
}
} // namespace
Application* Application::instance = nullptr;
Application::Application() {
instance = this;
}
Application::~Application() {
shutdown();
instance = nullptr;
}
bool Application::initialize() {
LOG_INFO("Initializing Wowee Native Client");
// Create window
WindowConfig windowConfig;
windowConfig.title = "Wowee";
windowConfig.width = 1280;
windowConfig.height = 720;
windowConfig.vsync = false;
window = std::make_unique<Window>(windowConfig);
if (!window->initialize()) {
LOG_FATAL("Failed to initialize window");
return false;
}
// Create renderer
renderer = std::make_unique<rendering::Renderer>();
if (!renderer->initialize(window.get())) {
LOG_FATAL("Failed to initialize renderer");
return false;
}
// Create UI manager
uiManager = std::make_unique<ui::UIManager>();
if (!uiManager->initialize(window.get())) {
LOG_FATAL("Failed to initialize UI manager");
return false;
}
// Create subsystems
authHandler = std::make_unique<auth::AuthHandler>();
gameHandler = std::make_unique<game::GameHandler>();
world = std::make_unique<game::World>();
// Create asset manager
assetManager = std::make_unique<pipeline::AssetManager>();
// Try to get WoW data path from environment variable
const char* dataPathEnv = std::getenv("WOW_DATA_PATH");
std::string dataPath = dataPathEnv ? dataPathEnv : "./Data";
LOG_INFO("Attempting to load WoW assets from: ", dataPath);
if (assetManager->initialize(dataPath)) {
LOG_INFO("Asset manager initialized successfully");
} else {
LOG_WARNING("Failed to initialize asset manager - asset loading will be unavailable");
LOG_WARNING("Set WOW_DATA_PATH environment variable to your WoW Data directory");
}
// Set up UI callbacks
setupUICallbacks();
LOG_INFO("Application initialized successfully");
running = true;
return true;
}
void Application::run() {
LOG_INFO("Starting main loop");
// Terrain and character are loaded via startSinglePlayer() when the user
// picks single-player mode, so nothing is preloaded here.
auto lastTime = std::chrono::high_resolution_clock::now();
while (running && !window->shouldClose()) {
// Calculate delta time
auto currentTime = std::chrono::high_resolution_clock::now();
std::chrono::duration<float> deltaTimeDuration = currentTime - lastTime;
float deltaTime = deltaTimeDuration.count();
lastTime = currentTime;
// Cap delta time to prevent large jumps
if (deltaTime > 0.1f) {
deltaTime = 0.1f;
}
// Poll events
SDL_Event event;
while (SDL_PollEvent(&event)) {
// Pass event to UI manager first
if (uiManager) {
uiManager->processEvent(event);
}
// Pass mouse events to camera controller (skip when UI has mouse focus)
if (renderer && renderer->getCameraController() && !ImGui::GetIO().WantCaptureMouse) {
if (event.type == SDL_MOUSEMOTION) {
renderer->getCameraController()->processMouseMotion(event.motion);
}
else if (event.type == SDL_MOUSEBUTTONDOWN || event.type == SDL_MOUSEBUTTONUP) {
renderer->getCameraController()->processMouseButton(event.button);
}
else if (event.type == SDL_MOUSEWHEEL) {
renderer->getCameraController()->processMouseWheel(static_cast<float>(event.wheel.y));
}
}
// Handle window events
if (event.type == SDL_QUIT) {
window->setShouldClose(true);
}
else if (event.type == SDL_WINDOWEVENT) {
if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
int newWidth = event.window.data1;
int newHeight = event.window.data2;
window->setSize(newWidth, newHeight);
glViewport(0, 0, newWidth, newHeight);
if (renderer && renderer->getCamera()) {
renderer->getCamera()->setAspectRatio(static_cast<float>(newWidth) / newHeight);
}
}
}
// Debug controls
else if (event.type == SDL_KEYDOWN) {
// Skip non-function-key input when UI (chat) has keyboard focus
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");
}
}
// 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");
}
}
// T: Toggle teleporter panel
else if (event.key.keysym.scancode == SDL_SCANCODE_T) {
if (state == AppState::IN_GAME && uiManager) {
uiManager->getGameScreen().toggleTeleporter();
}
}
}
}
// Update input
Input::getInstance().update();
// Timing breakdown
static int frameCount = 0;
static double totalUpdateMs = 0, totalRenderMs = 0, totalSwapMs = 0;
auto t1 = std::chrono::steady_clock::now();
// Update application state
update(deltaTime);
auto t2 = std::chrono::steady_clock::now();
// Render
render();
auto t3 = std::chrono::steady_clock::now();
// Swap buffers
window->swapBuffers();
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;
}
}
LOG_INFO("Main loop ended");
}
void Application::shutdown() {
LOG_INFO("Shutting down application");
// Save floor cache before renderer is destroyed
if (renderer && renderer->getWMORenderer()) {
size_t cacheSize = renderer->getWMORenderer()->getFloorCacheSize();
if (cacheSize > 0) {
LOG_INFO("Saving WMO floor cache (", cacheSize, " entries)...");
renderer->getWMORenderer()->saveFloorCache();
}
}
// 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();
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;
case AppState::CHARACTER_CREATION:
// Show character create screen
break;
case AppState::CHARACTER_SELECTION:
// Show character screen
break;
case AppState::IN_GAME:
// Wire up movement opcodes from camera controller
if (renderer && renderer->getCameraController()) {
auto* cc = renderer->getCameraController();
cc->setMovementCallback([this](uint32_t opcode) {
if (gameHandler && !singlePlayerMode) {
gameHandler->sendMovement(static_cast<game::Opcode>(opcode));
}
});
// Keep player locomotion WoW-like in both single-player and online modes.
cc->setUseWoWSpeed(true);
}
if (gameHandler) {
gameHandler->setMeleeSwingCallback([this]() {
if (renderer) {
renderer->triggerMeleeSwing();
}
});
}
break;
case AppState::DISCONNECTED:
// Back to auth
break;
}
}
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void Application::logoutToLogin() {
LOG_INFO("Logout requested");
if (gameHandler) {
gameHandler->disconnect();
gameHandler->setSinglePlayerMode(false);
}
singlePlayerMode = false;
npcsSpawned = false;
world.reset();
if (renderer) {
if (auto* music = renderer->getMusicManager()) {
music->stopMusic(0.0f);
}
}
setState(AppState::AUTHENTICATION);
}
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:
if (authHandler) {
authHandler->update(deltaTime);
}
break;
case AppState::CHARACTER_CREATION:
if (gameHandler) {
gameHandler->update(deltaTime);
}
if (uiManager) {
uiManager->getCharacterCreateScreen().update(deltaTime);
}
break;
case AppState::CHARACTER_SELECTION:
if (gameHandler) {
gameHandler->update(deltaTime);
}
break;
case AppState::IN_GAME:
if (gameHandler) {
gameHandler->update(deltaTime);
}
if (world) {
world->update(deltaTime);
}
// Spawn/update local single-player NPCs.
if (!npcsSpawned && singlePlayerMode) {
spawnNpcs();
}
if (npcManager && renderer && renderer->getCharacterRenderer()) {
npcManager->update(deltaTime, renderer->getCharacterRenderer());
}
// Sync character render position → canonical WoW coords each frame
if (renderer && gameHandler) {
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();
float wowOrientation = glm::radians(yawDeg - 90.0f);
gameHandler->setOrientation(wowOrientation);
}
// Send movement heartbeat every 500ms while moving
if (renderer && renderer->isMoving()) {
movementHeartbeatTimer += deltaTime;
if (movementHeartbeatTimer >= 0.5f) {
movementHeartbeatTimer = 0.0f;
if (gameHandler && !singlePlayerMode) {
gameHandler->sendMovement(game::Opcode::CMSG_MOVE_HEARTBEAT);
}
}
} else {
movementHeartbeatTimer = 0.0f;
}
break;
case AppState::DISCONNECTED:
// Handle disconnection
break;
}
// Update renderer (camera, etc.) only when in-game
if (renderer && state == AppState::IN_GAME) {
renderer->update(deltaTime);
}
// Update UI
if (uiManager) {
uiManager->update(deltaTime);
}
}
void Application::render() {
if (!renderer) {
return;
}
renderer->beginFrame();
// Only render 3D world when in-game (after server connect or single-player)
if (state == AppState::IN_GAME) {
if (world) {
renderer->renderWorld(world.get());
} else {
renderer->renderWorld(nullptr);
}
}
// 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);
});
// Single-player mode callback — go to character creation first
uiManager->getAuthScreen().setOnSinglePlayer([this]() {
LOG_INFO("Single-player mode selected, opening character creation");
singlePlayerMode = true;
if (gameHandler) {
gameHandler->setSinglePlayerMode(true);
gameHandler->setSinglePlayerCharListReady();
}
// If characters exist, go to selection; otherwise go to creation
if (gameHandler && !gameHandler->getCharacters().empty()) {
setState(AppState::CHARACTER_SELECTION);
} else {
uiManager->getCharacterCreateScreen().reset();
uiManager->getCharacterCreateScreen().initializePreview(assetManager.get());
setState(AppState::CHARACTER_CREATION);
}
});
// 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();
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std::string accountName = authHandler->getUsername();
if (accountName.empty()) {
LOG_WARNING("Auth username missing; falling back to TESTACCOUNT");
accountName = "TESTACCOUNT";
}
if (gameHandler->connect(host, port, sessionKey, accountName)) {
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);
if (singlePlayerMode) {
if (gameHandler) {
gameHandler->setActiveCharacterGuid(characterGuid);
}
startSinglePlayer();
} else {
setState(AppState::IN_GAME);
}
});
// Character create screen callbacks
uiManager->getCharacterCreateScreen().setOnCreate([this](const game::CharCreateData& data) {
gameHandler->createCharacter(data);
});
uiManager->getCharacterCreateScreen().setOnCancel([this]() {
if (singlePlayerMode) {
setState(AppState::AUTHENTICATION);
singlePlayerMode = false;
gameHandler->setSinglePlayerMode(false);
} else {
setState(AppState::CHARACTER_SELECTION);
}
});
// Character create result callback
gameHandler->setCharCreateCallback([this](bool success, const std::string& msg) {
if (success) {
if (singlePlayerMode) {
// In single-player, go straight to character selection showing the new character
setState(AppState::CHARACTER_SELECTION);
} else {
setState(AppState::CHARACTER_SELECTION);
}
} else {
uiManager->getCharacterCreateScreen().setStatus(msg, true);
}
});
// 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, ")");
loadOnlineWorldTerrain(mapId, x, y, z);
});
// "Create Character" button on character screen
uiManager->getCharacterScreen().setOnCreateCharacter([this]() {
uiManager->getCharacterCreateScreen().reset();
uiManager->getCharacterCreateScreen().initializePreview(assetManager.get());
setState(AppState::CHARACTER_CREATION);
});
}
void Application::spawnPlayerCharacter() {
if (playerCharacterSpawned) return;
if (!renderer || !renderer->getCharacterRenderer() || !renderer->getCamera()) return;
auto* charRenderer = renderer->getCharacterRenderer();
auto* camera = renderer->getCamera();
bool loaded = false;
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);
}
}
// Try loading selected character model from MPQ
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
std::string skinPath = modelDir + baseName + "00.skin";
auto skinData = assetManager->readFile(skinPath);
if (!skinData.empty()) {
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, "'");
}
// Look up underwear textures from CharSections.dbc (humans only for now)
bool useCharSections = (spRace_ == game::Race::HUMAN);
uint32_t targetRaceId = static_cast<uint32_t>(spRace_);
uint32_t targetSexId = (spGender_ == game::Gender::FEMALE) ? 1u : 0u;
std::string bodySkinPath = (spGender_ == game::Gender::FEMALE)
? "Character\\Human\\Female\\HumanFemaleSkin00_00.blp"
: "Character\\Human\\Male\\HumanMaleSkin00_00.blp";
std::string pelvisPath = (spGender_ == game::Gender::FEMALE)
? "Character\\Human\\Female\\HumanFemaleNakedPelvisSkin00_00.blp"
: "Character\\Human\\Male\\HumanMaleNakedPelvisSkin00_00.blp";
std::string faceLowerTexturePath;
std::vector<std::string> underwearPaths;
if (useCharSections) {
auto charSectionsDbc = assetManager->loadDBC("CharSections.dbc");
if (charSectionsDbc) {
LOG_INFO("CharSections.dbc loaded: ", charSectionsDbc->getRecordCount(), " records");
bool foundSkin = false;
bool foundUnderwear = false;
bool foundFaceLower = false;
for (uint32_t r = 0; r < charSectionsDbc->getRecordCount(); r++) {
uint32_t raceId = charSectionsDbc->getUInt32(r, 1);
uint32_t sexId = charSectionsDbc->getUInt32(r, 2);
uint32_t baseSection = charSectionsDbc->getUInt32(r, 3);
uint32_t variationIndex = charSectionsDbc->getUInt32(r, 8);
uint32_t colorIndex = charSectionsDbc->getUInt32(r, 9);
if (raceId != targetRaceId || sexId != targetSexId) continue;
if (baseSection == 0 && !foundSkin && variationIndex == 0 && colorIndex == 0) {
std::string tex1 = charSectionsDbc->getString(r, 4);
if (!tex1.empty()) {
bodySkinPath = tex1;
foundSkin = true;
LOG_INFO(" DBC body skin: ", bodySkinPath);
}
} else if (baseSection == 3 && colorIndex == 0) {
(void)variationIndex;
} else if (baseSection == 1 && !foundFaceLower && variationIndex == 0 && colorIndex == 0) {
std::string tex1 = charSectionsDbc->getString(r, 4);
if (!tex1.empty()) {
faceLowerTexturePath = tex1;
foundFaceLower = true;
LOG_INFO(" DBC face texture: ", faceLowerTexturePath);
}
} else if (baseSection == 4 && !foundUnderwear && variationIndex == 0 && colorIndex == 0) {
for (int f = 4; f <= 6; f++) {
std::string tex = charSectionsDbc->getString(r, f);
if (!tex.empty()) {
underwearPaths.push_back(tex);
LOG_INFO(" DBC underwear texture: ", tex);
}
}
foundUnderwear = true;
}
}
} else {
LOG_WARNING("Failed to load CharSections.dbc, using hardcoded textures");
}
for (auto& tex : model.textures) {
if (tex.type == 1 && tex.filename.empty()) {
tex.filename = bodySkinPath;
} else if (tex.type == 6 && tex.filename.empty()) {
tex.filename = "Character\\Human\\Hair00_00.blp";
} else if (tex.type == 8 && tex.filename.empty()) {
if (!underwearPaths.empty()) {
tex.filename = underwearPaths[0];
} else {
tex.filename = pelvisPath;
}
}
}
}
// 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),
"%s%s%04u-%02u.anim",
modelDir.c_str(),
baseName.c_str(),
model.sequences[si].id,
model.sequences[si].variationIndex);
auto animFileData = assetManager->readFile(animFileName);
if (!animFileData.empty()) {
pipeline::M2Loader::loadAnimFile(m2Data, animFileData, si, model);
}
}
}
charRenderer->loadModel(model, 1);
if (useCharSections) {
// Save skin composite state for re-compositing on equipment changes
bodySkinPath_ = bodySkinPath;
underwearPaths_ = underwearPaths;
// Composite body skin + underwear overlays
if (!underwearPaths.empty()) {
std::vector<std::string> layers;
layers.push_back(bodySkinPath);
for (const auto& up : underwearPaths) {
layers.push_back(up);
}
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+underwear");
break;
}
}
}
}
} else {
bodySkinPath_.clear();
underwearPaths_.clear();
}
// 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;
LOG_INFO("Loaded character model: ", m2Path, " (", model.vertices.size(), " verts, ",
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++) {
LOG_INFO(" Anim[", i, "]: id=", model.sequences[i].id,
" duration=", model.sequences[i].duration, "ms",
" speed=", model.sequences[i].movingSpeed);
}
}
}
}
// 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)");
}
// Spawn character at the camera controller's default position (matches hearthstone).
// Most presets snap to floor; explicit WMO-floor presets keep their authored Z.
auto* camCtrl = renderer->getCameraController();
glm::vec3 spawnPos = camCtrl ? camCtrl->getDefaultPosition()
: (camera->getPosition() - glm::vec3(0.0f, 0.0f, 5.0f));
if (spawnSnapToGround && renderer->getTerrainManager()) {
auto terrainH = renderer->getTerrainManager()->getHeightAt(spawnPos.x, spawnPos.y);
if (terrainH) {
spawnPos.z = *terrainH + 0.1f;
}
}
uint32_t instanceId = charRenderer->createInstance(1, spawnPos,
glm::vec3(0.0f), 1.0f); // Scale 1.0 = normal WoW character size
if (instanceId > 0) {
// Set up third-person follow
renderer->getCharacterPosition() = spawnPos;
renderer->setCharacterFollow(instanceId);
// Default geosets for naked human male
// Use actual submesh IDs from the model (logged at load time)
std::unordered_set<uint16_t> activeGeosets;
// Body parts (group 0: IDs 0-18)
for (uint16_t i = 0; i <= 18; i++) {
activeGeosets.insert(i);
}
// Equipment groups: "01" = bare skin, "02" = first equipped variant
activeGeosets.insert(101); // Hair style 1
activeGeosets.insert(201); // Facial hair: none
activeGeosets.insert(301); // Gloves: bare hands
activeGeosets.insert(401); // Boots: bare feet
activeGeosets.insert(501); // Chest: bare
activeGeosets.insert(701); // Ears: default
activeGeosets.insert(1301); // Trousers: bare legs
activeGeosets.insert(1501); // Back body (cloak=none)
// 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);
// 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;
// Set up camera controller for first-person player hiding
if (renderer->getCameraController()) {
renderer->getCameraController()->setCharacterRenderer(charRenderer, instanceId);
}
// 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 },
};
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;
}
// DBC field 1 = modelName_1 (e.g. "Sword_1H_Short_A_02.mdx")
std::string modelName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), 1);
// DBC field 3 = modelTexture_1 (e.g. "Sword_1H_Short_A_02Rusty")
std::string textureName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), 3);
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);
if (!skinData.empty()) {
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);
}
}
}
void Application::spawnNpcs() {
if (npcsSpawned) return;
if (!assetManager || !assetManager->isInitialized()) return;
if (!renderer || !renderer->getCharacterRenderer() || !renderer->getCamera()) return;
if (!gameHandler) return;
if (npcManager) {
npcManager->clear(renderer->getCharacterRenderer(), &gameHandler->getEntityManager());
}
npcManager = std::make_unique<game::NpcManager>();
glm::vec3 playerSpawnGL = renderer->getCharacterPosition();
glm::vec3 playerCanonical = core::coords::renderToCanonical(playerSpawnGL);
std::string mapName = "Azeroth";
if (auto* minimap = renderer->getMinimap()) {
mapName = minimap->getMapName();
}
npcManager->initialize(assetManager.get(),
renderer->getCharacterRenderer(),
gameHandler->getEntityManager(),
mapName,
playerCanonical,
renderer->getTerrainManager());
// If the player WoW position hasn't been set by the server yet (offline mode),
// derive it from the camera so targeting distance calculations work.
const auto& movement = gameHandler->getMovementInfo();
if (movement.x == 0.0f && movement.y == 0.0f && movement.z == 0.0f) {
glm::vec3 canonical = playerCanonical;
gameHandler->setPosition(canonical.x, canonical.y, canonical.z);
}
// Set NPC death callback for single-player combat
if (singlePlayerMode && gameHandler && npcManager) {
auto* npcMgr = npcManager.get();
auto* cr = renderer->getCharacterRenderer();
gameHandler->setNpcDeathCallback([npcMgr, cr](uint64_t guid) {
uint32_t instanceId = npcMgr->findRenderInstanceId(guid);
if (instanceId != 0 && cr) {
cr->playAnimation(instanceId, 1, false); // animation ID 1 = Death
}
});
}
npcsSpawned = true;
LOG_INFO("NPCs spawned for in-game session");
}
void Application::startSinglePlayer() {
LOG_INFO("Starting single-player mode...");
// Set single-player flag
singlePlayerMode = true;
// Enable single-player combat mode on game handler
if (gameHandler) {
gameHandler->setSinglePlayerMode(true);
}
// Create world object for single-player
if (!world) {
world = std::make_unique<game::World>();
LOG_INFO("Single-player world created");
}
const game::Character* activeChar = gameHandler ? gameHandler->getActiveCharacter() : nullptr;
if (!activeChar && gameHandler) {
activeChar = gameHandler->getFirstCharacter();
if (activeChar) {
gameHandler->setActiveCharacterGuid(activeChar->guid);
}
}
if (!activeChar) {
LOG_ERROR("Single-player start: no character selected");
return;
}
spRace_ = activeChar->race;
spGender_ = activeChar->gender;
spClass_ = activeChar->characterClass;
spMapId_ = activeChar->mapId;
spZoneId_ = activeChar->zoneId;
spSpawnCanonical_ = glm::vec3(activeChar->x, activeChar->y, activeChar->z);
spYawDeg_ = 0.0f;
spPitchDeg_ = -5.0f;
bool loadedState = false;
if (gameHandler) {
gameHandler->setPlayerGuid(activeChar->guid);
loadedState = gameHandler->loadSinglePlayerCharacterState(activeChar->guid);
if (loadedState) {
const auto& movement = gameHandler->getMovementInfo();
spSpawnCanonical_ = glm::vec3(movement.x, movement.y, movement.z);
spYawDeg_ = glm::degrees(movement.orientation);
spawnSnapToGround = true;
} else {
game::GameHandler::SinglePlayerCreateInfo createInfo;
bool hasCreate = gameHandler->getSinglePlayerCreateInfo(activeChar->race, activeChar->characterClass, createInfo);
if (hasCreate) {
spMapId_ = createInfo.mapId;
spZoneId_ = createInfo.zoneId;
spSpawnCanonical_ = glm::vec3(createInfo.x, createInfo.y, createInfo.z);
spYawDeg_ = glm::degrees(createInfo.orientation);
spPitchDeg_ = -5.0f;
spawnSnapToGround = true;
}
uint32_t level = std::max<uint32_t>(1, activeChar->level);
uint32_t maxHealth = 20 + level * 10;
gameHandler->initLocalPlayerStats(level, maxHealth, maxHealth);
gameHandler->applySinglePlayerStartData(activeChar->race, activeChar->characterClass);
}
}
// Load weapon models for equipped items (after inventory is populated)
loadEquippedWeapons();
if (gameHandler && renderer && window) {
game::GameHandler::SinglePlayerSettings settings;
2026-02-05 18:06:52 -08:00
bool hasSettings = gameHandler->getSinglePlayerSettings(settings);
if (!hasSettings) {
settings.fullscreen = window->isFullscreen();
settings.vsync = window->isVsyncEnabled();
settings.shadows = renderer->areShadowsEnabled();
settings.resWidth = window->getWidth();
settings.resHeight = window->getHeight();
if (auto* music = renderer->getMusicManager()) {
settings.musicVolume = music->getVolume();
}
if (auto* footstep = renderer->getFootstepManager()) {
settings.sfxVolume = static_cast<int>(footstep->getVolumeScale() * 100.0f + 0.5f);
}
if (auto* cameraController = renderer->getCameraController()) {
settings.mouseSensitivity = cameraController->getMouseSensitivity();
settings.invertMouse = cameraController->isInvertMouse();
}
gameHandler->setSinglePlayerSettings(settings);
hasSettings = true;
}
if (hasSettings) {
window->setVsync(settings.vsync);
window->setFullscreen(settings.fullscreen);
if (settings.resWidth > 0 && settings.resHeight > 0) {
window->applyResolution(settings.resWidth, settings.resHeight);
}
renderer->setShadowsEnabled(settings.shadows);
if (auto* music = renderer->getMusicManager()) {
music->setVolume(settings.musicVolume);
}
float sfxScale = static_cast<float>(settings.sfxVolume) / 100.0f;
if (auto* footstep = renderer->getFootstepManager()) {
footstep->setVolumeScale(sfxScale);
}
if (auto* activity = renderer->getActivitySoundManager()) {
activity->setVolumeScale(sfxScale);
}
if (auto* cameraController = renderer->getCameraController()) {
cameraController->setMouseSensitivity(settings.mouseSensitivity);
cameraController->setInvertMouse(settings.invertMouse);
cameraController->startIntroPan(2.8f, 140.0f);
}
}
}
// --- Loading screen: load terrain and wait for streaming before spawning ---
const SpawnPreset* spawnPreset = selectSpawnPreset(std::getenv("WOW_SPAWN"));
// Canonical WoW coords: +X=North, +Y=West, +Z=Up
glm::vec3 spawnCanonical = spawnPreset ? spawnPreset->spawnCanonical : spSpawnCanonical_;
std::string mapName = spawnPreset ? spawnPreset->mapName : mapIdToName(spMapId_);
float spawnYaw = spawnPreset ? spawnPreset->yawDeg : spYawDeg_;
float spawnPitch = spawnPreset ? spawnPreset->pitchDeg : spPitchDeg_;
spawnSnapToGround = spawnPreset ? spawnPreset->snapToGround : spawnSnapToGround;
if (auto envSpawnPos = parseVec3Csv(std::getenv("WOW_SPAWN_POS"))) {
spawnCanonical = *envSpawnPos;
LOG_INFO("Using WOW_SPAWN_POS override (canonical WoW X,Y,Z): (",
spawnCanonical.x, ", ", spawnCanonical.y, ", ", spawnCanonical.z, ")");
}
if (auto envSpawnRot = parseYawPitchCsv(std::getenv("WOW_SPAWN_ROT"))) {
spawnYaw = envSpawnRot->first;
spawnPitch = envSpawnRot->second;
LOG_INFO("Using WOW_SPAWN_ROT override: yaw=", spawnYaw, " pitch=", spawnPitch);
}
// Convert canonical WoW → engine rendering coordinates (swap X/Y)
glm::vec3 spawnRender = core::coords::canonicalToRender(spawnCanonical);
if (renderer && renderer->getCameraController()) {
renderer->getCameraController()->setDefaultSpawn(spawnRender, spawnYaw, spawnPitch);
}
if (gameHandler && !loadedState) {
gameHandler->setPosition(spawnCanonical.x, spawnCanonical.y, spawnCanonical.z);
gameHandler->setOrientation(glm::radians(spawnYaw - 90.0f));
gameHandler->flushSinglePlayerSave();
}
if (spawnPreset) {
LOG_INFO("Single-player spawn preset: ", spawnPreset->label,
" canonical=(",
spawnCanonical.x, ", ", spawnCanonical.y, ", ", spawnCanonical.z,
") (set WOW_SPAWN to change)");
LOG_INFO("Optional spawn overrides (canonical WoW X,Y,Z): WOW_SPAWN_POS=x,y,z WOW_SPAWN_ROT=yaw,pitch");
}
rendering::LoadingScreen loadingScreen;
bool loadingScreenOk = loadingScreen.initialize();
auto showStatus = [&](const char* msg) {
if (!loadingScreenOk) return;
loadingScreen.setStatus(msg);
loadingScreen.render();
window->swapBuffers();
};
showStatus("Loading terrain...");
// Set map name for zone-specific floor cache
if (renderer->getWMORenderer()) {
renderer->getWMORenderer()->setMapName(mapName);
}
// Try to load test terrain if WOW_DATA_PATH is set
bool terrainOk = false;
if (renderer && assetManager && assetManager->isInitialized()) {
// Compute ADT path from canonical spawn 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("Initial ADT tile [", tileX, ",", tileY, "] from canonical position");
terrainOk = renderer->loadTestTerrain(assetManager.get(), adtPath);
if (!terrainOk) {
LOG_WARNING("Could not load test terrain - atmospheric rendering only");
}
}
// Wait for surrounding terrain tiles to stream in
if (terrainOk && renderer->getTerrainManager() && renderer->getCamera()) {
auto* terrainMgr = renderer->getTerrainManager();
auto* camera = renderer->getCamera();
// First update with large dt to trigger streamTiles() immediately
terrainMgr->update(*camera, 1.0f);
auto startTime = std::chrono::high_resolution_clock::now();
const float maxWaitSeconds = 15.0f;
while (terrainMgr->getPendingTileCount() > 0) {
// Poll events to keep window responsive
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
window->setShouldClose(true);
loadingScreen.shutdown();
return;
}
}
// Process ready tiles from worker threads
terrainMgr->update(*camera, 0.016f);
// Update loading screen with progress
if (loadingScreenOk) {
int loaded = terrainMgr->getLoadedTileCount();
int pending = terrainMgr->getPendingTileCount();
char buf[128];
snprintf(buf, sizeof(buf), "Loading terrain... %d tiles loaded, %d remaining",
loaded, pending);
loadingScreen.setStatus(buf);
loadingScreen.render();
window->swapBuffers();
}
// Timeout safety
auto elapsed = std::chrono::high_resolution_clock::now() - startTime;
if (std::chrono::duration<float>(elapsed).count() > maxWaitSeconds) {
LOG_WARNING("Terrain streaming timeout after ", maxWaitSeconds, "s");
break;
}
SDL_Delay(16); // ~60fps cap for loading screen
}
LOG_INFO("Terrain streaming complete: ", terrainMgr->getLoadedTileCount(), " tiles loaded");
// Load zone-specific floor cache, or precompute if none exists
if (renderer->getWMORenderer()) {
renderer->getWMORenderer()->loadFloorCache();
if (renderer->getWMORenderer()->getFloorCacheSize() == 0) {
showStatus("Pre-computing collision cache...");
renderer->getWMORenderer()->precomputeFloorCache();
}
}
// Re-snap camera to ground now that all surrounding tiles are loaded
// (the initial reset inside loadTestTerrain only had 1 tile).
if (spawnSnapToGround && renderer->getCameraController()) {
renderer->getCameraController()->reset();
}
}
showStatus("Spawning character...");
// Spawn player character on loaded terrain
spawnPlayerCharacter();
// Final camera reset: now that follow target exists and terrain is loaded,
// snap the third-person camera into the correct orbit position.
if (spawnSnapToGround && renderer && renderer->getCameraController()) {
renderer->getCameraController()->reset();
}
if (loadingScreenOk) {
loadingScreen.shutdown();
}
// Wire hearthstone to camera reset (teleport home) in single-player
if (gameHandler && renderer && renderer->getCameraController()) {
auto* camCtrl = renderer->getCameraController();
gameHandler->setHearthstoneCallback([camCtrl]() {
camCtrl->reset();
});
}
// Go directly to game
setState(AppState::IN_GAME);
// Emulate server MOTD in single-player (after entering game)
if (gameHandler) {
std::vector<std::string> motdLines;
if (const char* motdEnv = std::getenv("WOW_SP_MOTD")) {
std::string raw = motdEnv;
size_t start = 0;
while (start <= raw.size()) {
size_t pos = raw.find('|', start);
if (pos == std::string::npos) pos = raw.size();
std::string line = raw.substr(start, pos - start);
if (!line.empty()) motdLines.push_back(line);
start = pos + 1;
if (pos == raw.size()) break;
}
}
if (motdLines.empty()) {
motdLines.push_back("Wowee Single Player");
}
gameHandler->simulateMotd(motdLines);
}
LOG_INFO("Single-player mode started - press F1 for performance HUD");
}
void Application::teleportTo(int presetIndex) {
// Guard: only in single-player + IN_GAME state
if (!singlePlayerMode || state != AppState::IN_GAME) return;
if (presetIndex < 0 || presetIndex >= SPAWN_PRESET_COUNT) return;
const auto& preset = SPAWN_PRESETS[presetIndex];
LOG_INFO("Teleporting to: ", preset.label);
spawnSnapToGround = preset.snapToGround;
// Convert canonical WoW → engine rendering coordinates (swap X/Y)
glm::vec3 spawnRender = core::coords::canonicalToRender(preset.spawnCanonical);
// Update camera default spawn
if (renderer && renderer->getCameraController()) {
renderer->getCameraController()->setDefaultSpawn(spawnRender, preset.yawDeg, preset.pitchDeg);
}
// Save current map's floor cache before unloading
if (renderer && renderer->getWMORenderer()) {
auto* wmo = renderer->getWMORenderer();
if (wmo->getFloorCacheSize() > 0) {
wmo->saveFloorCache();
}
}
// Unload all current terrain
if (renderer && renderer->getTerrainManager()) {
renderer->getTerrainManager()->unloadAll();
}
// Compute ADT path from canonical spawn coordinates
auto [tileX, tileY] = core::coords::canonicalToTile(preset.spawnCanonical.x, preset.spawnCanonical.y);
std::string mapName = preset.mapName;
std::string adtPath = "World\\Maps\\" + mapName + "\\" + mapName + "_" +
std::to_string(tileX) + "_" + std::to_string(tileY) + ".adt";
LOG_INFO("Teleport ADT tile [", tileX, ",", tileY, "]");
// Set map name on terrain manager and WMO renderer
if (renderer && renderer->getTerrainManager()) {
renderer->getTerrainManager()->setMapName(mapName);
}
if (renderer && renderer->getWMORenderer()) {
renderer->getWMORenderer()->setMapName(mapName);
}
// Load the initial tile
bool terrainOk = false;
if (renderer && assetManager && assetManager->isInitialized()) {
terrainOk = renderer->loadTestTerrain(assetManager.get(), adtPath);
}
// Stream surrounding tiles
if (terrainOk && renderer->getTerrainManager() && renderer->getCamera()) {
auto* terrainMgr = renderer->getTerrainManager();
auto* camera = renderer->getCamera();
terrainMgr->update(*camera, 1.0f);
auto startTime = std::chrono::high_resolution_clock::now();
const float maxWaitSeconds = 8.0f;
while (terrainMgr->getPendingTileCount() > 0) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
window->setShouldClose(true);
return;
}
}
terrainMgr->update(*camera, 0.016f);
auto elapsed = std::chrono::high_resolution_clock::now() - startTime;
if (std::chrono::duration<float>(elapsed).count() > maxWaitSeconds) {
LOG_WARNING("Teleport terrain streaming timeout after ", maxWaitSeconds, "s");
break;
}
SDL_Delay(16);
}
LOG_INFO("Teleport terrain streaming complete: ", terrainMgr->getLoadedTileCount(), " tiles loaded");
// Load zone-specific floor cache, or precompute if none exists
if (renderer->getWMORenderer()) {
renderer->getWMORenderer()->loadFloorCache();
if (renderer->getWMORenderer()->getFloorCacheSize() == 0) {
renderer->getWMORenderer()->precomputeFloorCache();
}
}
}
// Floor-snapping presets use camera reset. WMO-floor presets keep explicit Z.
if (spawnSnapToGround && renderer && renderer->getCameraController()) {
renderer->getCameraController()->reset();
}
if (!spawnSnapToGround && renderer) {
renderer->getCharacterPosition() = spawnRender;
}
// Sync final character position to game handler
if (renderer && gameHandler) {
glm::vec3 finalRender = renderer->getCharacterPosition();
glm::vec3 finalCanonical = core::coords::renderToCanonical(finalRender);
gameHandler->setPosition(finalCanonical.x, finalCanonical.y, finalCanonical.z);
}
// Rebuild nearby NPC set for the new location.
if (singlePlayerMode && gameHandler && renderer && renderer->getCharacterRenderer()) {
if (npcManager) {
npcManager->clear(renderer->getCharacterRenderer(), &gameHandler->getEntityManager());
}
npcsSpawned = false;
spawnNpcs();
}
LOG_INFO("Teleport to ", preset.label, " complete");
}
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;
}
std::string mapName = mapIdToName(mapId);
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()) {
renderer->getCameraController()->setDefaultSpawn(spawnRender, 0.0f, 15.0f);
renderer->getCameraController()->reset();
}
// 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);
}
// 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");
// Trigger terrain streaming for surrounding tiles
if (renderer->getTerrainManager() && renderer->getCamera()) {
renderer->getTerrainManager()->update(*renderer->getCamera(), 1.0f);
}
}
// Set game state
setState(AppState::IN_GAME);
}
} // namespace core
} // namespace wowee