2026-02-02 12:24:50 -08:00
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#include "core/application.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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2026-02-04 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 "rendering/renderer.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/minimap.hpp"
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2026-02-03 13:33:31 -08:00
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#include "rendering/loading_screen.hpp"
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2026-02-05 15:59:06 -08:00
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#include "audio/music_manager.hpp"
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2026-02-05 17:55:30 -08:00
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#include "audio/footstep_manager.hpp"
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#include "audio/activity_sound_manager.hpp"
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2026-02-02 12:24:50 -08:00
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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/world.hpp"
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#include "game/npc_manager.hpp"
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#include "pipeline/asset_manager.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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2026-02-04 17:37:28 -08:00
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#include <algorithm>
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#include <cctype>
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#include <optional>
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#include <sstream>
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2026-02-02 12:24:50 -08:00
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#include <set>
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namespace wowee {
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namespace core {
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2026-02-04 17:37:28 -08:00
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namespace {
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const SpawnPreset* selectSpawnPreset(const char* envValue) {
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// Return nullptr if no preset specified - use saved character position
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2026-02-04 17:37:28 -08:00
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if (!envValue || !*envValue) {
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2026-02-05 23:24:52 -08:00
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return nullptr;
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2026-02-04 17:37:28 -08:00
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}
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std::string key = envValue;
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std::transform(key.begin(), key.end(), key.begin(), [](unsigned char c) {
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return static_cast<char>(std::tolower(c));
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});
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2026-02-04 18:27:52 -08:00
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for (int i = 0; i < SPAWN_PRESET_COUNT; i++) {
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if (key == SPAWN_PRESETS[i].key) return &SPAWN_PRESETS[i];
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2026-02-04 17:37:28 -08:00
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}
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LOG_WARNING("Unknown WOW_SPAWN='", key, "', falling back to goldshire");
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2026-02-04 23:30:03 -08:00
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LOG_INFO("Available WOW_SPAWN presets: goldshire, stormwind, sw_plaza, ironforge, westfall");
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2026-02-04 18:27:52 -08:00
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return &SPAWN_PRESETS[0];
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2026-02-04 17:37:28 -08:00
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}
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2026-02-05 14:35:12 -08:00
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} // namespace
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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 530: return "Outland";
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case 571: return "Northrend";
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default: return "Azeroth";
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}
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}
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std::string Application::getPlayerModelPath() const {
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2026-02-05 14:55:42 -08:00
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return game::getPlayerModelPath(spRace_, spGender_);
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2026-02-05 14:35:12 -08:00
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}
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namespace {
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std::optional<glm::vec3> parseVec3Csv(const char* raw) {
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if (!raw || !*raw) return std::nullopt;
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std::stringstream ss(raw);
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std::string part;
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float vals[3];
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for (int i = 0; i < 3; i++) {
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if (!std::getline(ss, part, ',')) return std::nullopt;
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try {
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vals[i] = std::stof(part);
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} catch (...) {
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return std::nullopt;
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}
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}
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return glm::vec3(vals[0], vals[1], vals[2]);
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}
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std::optional<std::pair<float, float>> parseYawPitchCsv(const char* raw) {
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if (!raw || !*raw) return std::nullopt;
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std::stringstream ss(raw);
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std::string part;
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float yaw = 0.0f, pitch = 0.0f;
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if (!std::getline(ss, part, ',')) return std::nullopt;
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try { yaw = std::stof(part); } catch (...) { return std::nullopt; }
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if (!std::getline(ss, part, ',')) return std::nullopt;
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try { pitch = std::stof(part); } catch (...) { return std::nullopt; }
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return std::make_pair(yaw, pitch);
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}
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} // namespace
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2026-02-02 12:24:50 -08:00
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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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2026-02-02 23:22:58 -08:00
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LOG_INFO("Initializing Wowee Native Client");
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2026-02-02 12:24:50 -08:00
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// Create window
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WindowConfig windowConfig;
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2026-02-02 23:03:45 -08:00
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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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// 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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LOG_INFO("Attempting to load WoW assets from: ", dataPath);
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if (assetManager->initialize(dataPath)) {
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LOG_INFO("Asset manager initialized successfully");
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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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2026-02-04 13:29:27 -08:00
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// Terrain and character are loaded via startSinglePlayer() when the user
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// picks single-player mode, so nothing is preloaded here.
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2026-02-02 12:24:50 -08:00
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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;
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auto sc = event.key.keysym.scancode;
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bool isFKey = (sc >= SDL_SCANCODE_F1 && sc <= SDL_SCANCODE_F12);
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if (uiHasKeyboard && !isFKey) {
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continue; // Let ImGui handle the keystroke
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}
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// F1: Toggle performance HUD
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if (event.key.keysym.scancode == SDL_SCANCODE_F1) {
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if (renderer && renderer->getPerformanceHUD()) {
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renderer->getPerformanceHUD()->toggle();
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bool enabled = renderer->getPerformanceHUD()->isEnabled();
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LOG_INFO("Performance HUD: ", enabled ? "ON" : "OFF");
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}
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}
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2026-02-05 16:11:24 -08:00
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// F4: Toggle shadows
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else if (event.key.keysym.scancode == SDL_SCANCODE_F4) {
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if (renderer) {
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bool enabled = !renderer->areShadowsEnabled();
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renderer->setShadowsEnabled(enabled);
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LOG_INFO("Shadows: ", enabled ? "ON" : "OFF");
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}
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}
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2026-02-04 18:27:52 -08:00
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// T: Toggle teleporter panel
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else if (event.key.keysym.scancode == SDL_SCANCODE_T) {
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if (state == AppState::IN_GAME && uiManager) {
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uiManager->getGameScreen().toggleTeleporter();
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}
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}
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2026-02-02 12:24:50 -08:00
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}
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}
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// Update input
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Input::getInstance().update();
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2026-02-05 17:20:30 -08:00
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// Timing breakdown
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static int frameCount = 0;
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static double totalUpdateMs = 0, totalRenderMs = 0, totalSwapMs = 0;
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auto t1 = std::chrono::steady_clock::now();
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2026-02-02 12:24:50 -08:00
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// Update application state
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update(deltaTime);
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2026-02-05 17:20:30 -08:00
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auto t2 = std::chrono::steady_clock::now();
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2026-02-02 12:24:50 -08:00
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// Render
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render();
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2026-02-05 17:20:30 -08:00
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auto t3 = std::chrono::steady_clock::now();
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2026-02-02 12:24:50 -08:00
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|
|
|
|
// 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
|
|
|
|
|
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));
|
|
|
|
|
}
|
|
|
|
|
});
|
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();
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
break;
|
|
|
|
|
case AppState::DISCONNECTED:
|
|
|
|
|
// Back to auth
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 15:59:06 -08:00
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
|
|
case AppState::IN_GAME:
|
|
|
|
|
if (gameHandler) {
|
|
|
|
|
gameHandler->update(deltaTime);
|
|
|
|
|
}
|
|
|
|
|
if (world) {
|
|
|
|
|
world->update(deltaTime);
|
|
|
|
|
}
|
2026-02-04 23:18:50 -08:00
|
|
|
// Spawn/update local single-player NPCs.
|
|
|
|
|
if (!npcsSpawned && singlePlayerMode) {
|
|
|
|
|
spawnNpcs();
|
|
|
|
|
}
|
|
|
|
|
if (npcManager && renderer && renderer->getCharacterRenderer()) {
|
|
|
|
|
npcManager->update(deltaTime, renderer->getCharacterRenderer());
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
|
2026-02-04 17:37:28 -08:00
|
|
|
// Sync character render position → canonical WoW coords each frame
|
2026-02-02 12:24:50 -08:00
|
|
|
if (renderer && gameHandler) {
|
2026-02-04 17:37:28 -08:00
|
|
|
glm::vec3 renderPos = renderer->getCharacterPosition();
|
|
|
|
|
glm::vec3 canonical = core::coords::renderToCanonical(renderPos);
|
|
|
|
|
gameHandler->setPosition(canonical.x, canonical.y, canonical.z);
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
|
}
|
|
|
|
|
|
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
|
|
|
|
|
if (renderer && state == AppState::IN_GAME) {
|
2026-02-02 12:24:50 -08:00
|
|
|
renderer->update(deltaTime);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Update UI
|
|
|
|
|
if (uiManager) {
|
|
|
|
|
uiManager->update(deltaTime);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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) {
|
|
|
|
|
renderer->renderWorld(world.get());
|
|
|
|
|
} else {
|
2026-02-02 12:24:50 -08:00
|
|
|
renderer->renderWorld(nullptr);
|
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);
|
|
|
|
|
});
|
|
|
|
|
|
2026-02-05 14:13:48 -08:00
|
|
|
// Single-player mode callback — go to character creation first
|
2026-02-02 12:24:50 -08:00
|
|
|
uiManager->getAuthScreen().setOnSinglePlayer([this]() {
|
2026-02-05 14:13:48 -08:00
|
|
|
LOG_INFO("Single-player mode selected, opening character creation");
|
|
|
|
|
singlePlayerMode = true;
|
2026-02-05 14:35:12 -08:00
|
|
|
if (gameHandler) {
|
|
|
|
|
gameHandler->setSinglePlayerMode(true);
|
|
|
|
|
gameHandler->setSinglePlayerCharListReady();
|
|
|
|
|
}
|
2026-02-05 15:31:00 -08:00
|
|
|
// 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);
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
});
|
|
|
|
|
|
|
|
|
|
// 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
|
|
|
|
|
|
|
|
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);
|
2026-02-05 22:47:21 -08:00
|
|
|
// Always set the active character GUID
|
|
|
|
|
if (gameHandler) {
|
|
|
|
|
gameHandler->setActiveCharacterGuid(characterGuid);
|
|
|
|
|
}
|
2026-02-05 14:13:48 -08:00
|
|
|
if (singlePlayerMode) {
|
|
|
|
|
startSinglePlayer();
|
|
|
|
|
} else {
|
2026-02-05 22:47:21 -08:00
|
|
|
// Online mode - login will be handled by world entry callback
|
2026-02-05 14:13:48 -08:00
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
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, ")");
|
|
|
|
|
loadOnlineWorldTerrain(mapId, x, y, z);
|
|
|
|
|
});
|
|
|
|
|
|
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) {
|
|
|
|
|
spawnOnlineCreature(guid, displayId, x, y, z, orientation);
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
// Creature despawn callback (online mode) - remove creature models
|
|
|
|
|
gameHandler->setCreatureDespawnCallback([this](uint64_t guid) {
|
|
|
|
|
despawnOnlineCreature(guid);
|
|
|
|
|
});
|
|
|
|
|
|
2026-02-05 14:13:48 -08:00
|
|
|
// "Create Character" button on character screen
|
|
|
|
|
uiManager->getCharacterScreen().setOnCreateCharacter([this]() {
|
|
|
|
|
uiManager->getCharacterCreateScreen().reset();
|
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
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
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, "'");
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 14:35:12 -08:00
|
|
|
// 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";
|
2026-02-02 12:24:50 -08:00
|
|
|
std::string faceLowerTexturePath;
|
|
|
|
|
std::vector<std::string> underwearPaths;
|
|
|
|
|
|
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");
|
|
|
|
|
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);
|
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
|
}
|
2026-02-05 14:35:12 -08:00
|
|
|
} else {
|
|
|
|
|
LOG_WARNING("Failed to load CharSections.dbc, using hardcoded textures");
|
2026-02-02 12:24:50 -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;
|
|
|
|
|
} 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;
|
|
|
|
|
}
|
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);
|
2026-02-02 12:24:50 -08:00
|
|
|
auto animFileData = assetManager->readFile(animFileName);
|
|
|
|
|
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
|
|
|
|
|
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;
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
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++) {
|
|
|
|
|
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)");
|
|
|
|
|
}
|
|
|
|
|
|
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) {
|
|
|
|
|
// 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;
|
2026-02-05 23:33:28 -08:00
|
|
|
// Body parts (group 0: IDs 0-99) - humanoid models may have many body submeshes
|
|
|
|
|
for (uint16_t i = 0; i < 100; i++) {
|
2026-02-02 12:24:50 -08:00
|
|
|
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;
|
|
|
|
|
|
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 },
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
2026-02-04 23:37:30 -08:00
|
|
|
if (npcManager) {
|
|
|
|
|
npcManager->clear(renderer->getCharacterRenderer(), &gameHandler->getEntityManager());
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
npcManager = std::make_unique<game::NpcManager>();
|
2026-02-04 23:18:50 -08:00
|
|
|
glm::vec3 playerSpawnGL = renderer->getCharacterPosition();
|
|
|
|
|
glm::vec3 playerCanonical = core::coords::renderToCanonical(playerSpawnGL);
|
|
|
|
|
std::string mapName = "Azeroth";
|
|
|
|
|
if (auto* minimap = renderer->getMinimap()) {
|
|
|
|
|
mapName = minimap->getMapName();
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
npcManager->initialize(assetManager.get(),
|
|
|
|
|
renderer->getCharacterRenderer(),
|
|
|
|
|
gameHandler->getEntityManager(),
|
2026-02-04 23:18:50 -08:00
|
|
|
mapName,
|
|
|
|
|
playerCanonical,
|
|
|
|
|
renderer->getTerrainManager());
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
|
|
|
// 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) {
|
2026-02-04 23:18:50 -08:00
|
|
|
glm::vec3 canonical = playerCanonical;
|
2026-02-04 17:37:28 -08:00
|
|
|
gameHandler->setPosition(canonical.x, canonical.y, canonical.z);
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-05 12:01:03 -08:00
|
|
|
// 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
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
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;
|
|
|
|
|
|
2026-02-05 12:01:03 -08:00
|
|
|
// Enable single-player combat mode on game handler
|
|
|
|
|
if (gameHandler) {
|
|
|
|
|
gameHandler->setSinglePlayerMode(true);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
// Create world object for single-player
|
|
|
|
|
if (!world) {
|
|
|
|
|
world = std::make_unique<game::World>();
|
|
|
|
|
LOG_INFO("Single-player world created");
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 14:35:12 -08:00
|
|
|
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;
|
2026-02-05 15:07:13 -08:00
|
|
|
spSpawnCanonical_ = glm::vec3(activeChar->x, activeChar->y, activeChar->z);
|
2026-02-05 14:35:12 -08:00
|
|
|
spYawDeg_ = 0.0f;
|
|
|
|
|
spPitchDeg_ = -5.0f;
|
|
|
|
|
|
2026-02-05 14:55:42 -08:00
|
|
|
bool loadedState = false;
|
2026-02-02 12:24:50 -08:00
|
|
|
if (gameHandler) {
|
2026-02-05 14:35:12 -08:00
|
|
|
gameHandler->setPlayerGuid(activeChar->guid);
|
2026-02-05 14:55:42 -08:00
|
|
|
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;
|
2026-02-05 15:07:13 -08:00
|
|
|
spSpawnCanonical_ = glm::vec3(createInfo.x, createInfo.y, createInfo.z);
|
2026-02-05 14:55:42 -08:00
|
|
|
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);
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Load weapon models for equipped items (after inventory is populated)
|
|
|
|
|
loadEquippedWeapons();
|
|
|
|
|
|
2026-02-05 17:40:15 -08:00
|
|
|
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) {
|
2026-02-05 17:40:15 -08:00
|
|
|
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);
|
2026-02-05 18:12:27 -08:00
|
|
|
cameraController->startIntroPan(2.8f, 140.0f);
|
2026-02-05 17:40:15 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-04 13:29:27 -08:00
|
|
|
// --- Loading screen: load terrain and wait for streaming before spawning ---
|
2026-02-04 17:37:28 -08:00
|
|
|
const SpawnPreset* spawnPreset = selectSpawnPreset(std::getenv("WOW_SPAWN"));
|
|
|
|
|
// Canonical WoW coords: +X=North, +Y=West, +Z=Up
|
2026-02-05 14:35:12 -08:00
|
|
|
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;
|
2026-02-04 17:37:28 -08:00
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
}
|
2026-02-05 14:55:42 -08:00
|
|
|
|
|
|
|
|
if (gameHandler && !loadedState) {
|
|
|
|
|
gameHandler->setPosition(spawnCanonical.x, spawnCanonical.y, spawnCanonical.z);
|
|
|
|
|
gameHandler->setOrientation(glm::radians(spawnYaw - 90.0f));
|
|
|
|
|
gameHandler->flushSinglePlayerSave();
|
|
|
|
|
}
|
2026-02-04 17:37:28 -08:00
|
|
|
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");
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-04 13:29:27 -08:00
|
|
|
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...");
|
|
|
|
|
|
2026-02-05 17:35:17 -08:00
|
|
|
// Set map name for zone-specific floor cache
|
|
|
|
|
if (renderer->getWMORenderer()) {
|
|
|
|
|
renderer->getWMORenderer()->setMapName(mapName);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
// Try to load test terrain if WOW_DATA_PATH is set
|
2026-02-04 13:29:27 -08:00
|
|
|
bool terrainOk = false;
|
2026-02-02 12:24:50 -08:00
|
|
|
if (renderer && assetManager && assetManager->isInitialized()) {
|
2026-02-04 17:37:28 -08:00
|
|
|
// 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");
|
2026-02-04 13:29:27 -08:00
|
|
|
terrainOk = renderer->loadTestTerrain(assetManager.get(), adtPath);
|
|
|
|
|
if (!terrainOk) {
|
|
|
|
|
LOG_WARNING("Could not load test terrain - atmospheric rendering only");
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-04 13:29:27 -08:00
|
|
|
// Wait for surrounding terrain tiles to stream in
|
|
|
|
|
if (terrainOk && renderer->getTerrainManager() && renderer->getCamera()) {
|
|
|
|
|
auto* terrainMgr = renderer->getTerrainManager();
|
|
|
|
|
auto* camera = renderer->getCamera();
|
2026-02-02 12:24:50 -08:00
|
|
|
|
2026-02-04 13:29:27 -08:00
|
|
|
// 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;
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-04 13:29:27 -08:00
|
|
|
// 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;
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
2026-02-04 13:29:27 -08:00
|
|
|
|
|
|
|
|
SDL_Delay(16); // ~60fps cap for loading screen
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-04 13:29:27 -08:00
|
|
|
LOG_INFO("Terrain streaming complete: ", terrainMgr->getLoadedTileCount(), " tiles loaded");
|
|
|
|
|
|
2026-02-05 17:35:17 -08:00
|
|
|
// 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();
|
|
|
|
|
}
|
2026-02-05 17:30:08 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-04 13:29:27 -08:00
|
|
|
// Re-snap camera to ground now that all surrounding tiles are loaded
|
2026-02-04 23:30:03 -08:00
|
|
|
// (the initial reset inside loadTestTerrain only had 1 tile).
|
|
|
|
|
if (spawnSnapToGround && renderer->getCameraController()) {
|
2026-02-04 13:29:27 -08:00
|
|
|
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.
|
2026-02-04 23:30:03 -08:00
|
|
|
if (spawnSnapToGround && renderer && renderer->getCameraController()) {
|
2026-02-04 13:29:27 -08:00
|
|
|
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();
|
|
|
|
|
});
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Go directly to game
|
|
|
|
|
setState(AppState::IN_GAME);
|
2026-02-05 14:13:48 -08:00
|
|
|
// 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);
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
LOG_INFO("Single-player mode started - press F1 for performance HUD");
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-04 18:27:52 -08:00
|
|
|
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);
|
2026-02-04 23:30:03 -08:00
|
|
|
spawnSnapToGround = preset.snapToGround;
|
2026-02-04 18:27:52 -08:00
|
|
|
|
|
|
|
|
// 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);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 17:35:17 -08:00
|
|
|
// Save current map's floor cache before unloading
|
|
|
|
|
if (renderer && renderer->getWMORenderer()) {
|
|
|
|
|
auto* wmo = renderer->getWMORenderer();
|
|
|
|
|
if (wmo->getFloorCacheSize() > 0) {
|
|
|
|
|
wmo->saveFloorCache();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-04 18:27:52 -08:00
|
|
|
// 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, "]");
|
|
|
|
|
|
2026-02-05 17:35:17 -08:00
|
|
|
// Set map name on terrain manager and WMO renderer
|
2026-02-04 18:27:52 -08:00
|
|
|
if (renderer && renderer->getTerrainManager()) {
|
|
|
|
|
renderer->getTerrainManager()->setMapName(mapName);
|
|
|
|
|
}
|
2026-02-05 17:35:17 -08:00
|
|
|
if (renderer && renderer->getWMORenderer()) {
|
|
|
|
|
renderer->getWMORenderer()->setMapName(mapName);
|
|
|
|
|
}
|
2026-02-04 18:27:52 -08:00
|
|
|
|
|
|
|
|
// 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");
|
2026-02-05 17:30:08 -08:00
|
|
|
|
2026-02-05 17:35:17 -08:00
|
|
|
// Load zone-specific floor cache, or precompute if none exists
|
2026-02-05 17:30:08 -08:00
|
|
|
if (renderer->getWMORenderer()) {
|
2026-02-05 17:35:17 -08:00
|
|
|
renderer->getWMORenderer()->loadFloorCache();
|
|
|
|
|
if (renderer->getWMORenderer()->getFloorCacheSize() == 0) {
|
|
|
|
|
renderer->getWMORenderer()->precomputeFloorCache();
|
|
|
|
|
}
|
2026-02-05 17:30:08 -08:00
|
|
|
}
|
2026-02-04 18:27:52 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-04 23:30:03 -08:00
|
|
|
// Floor-snapping presets use camera reset. WMO-floor presets keep explicit Z.
|
|
|
|
|
if (spawnSnapToGround && renderer && renderer->getCameraController()) {
|
2026-02-04 18:27:52 -08:00
|
|
|
renderer->getCameraController()->reset();
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-04 23:30:03 -08:00
|
|
|
if (!spawnSnapToGround && renderer) {
|
|
|
|
|
renderer->getCharacterPosition() = spawnRender;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Sync final character position to game handler
|
2026-02-04 18:27:52 -08:00
|
|
|
if (renderer && gameHandler) {
|
2026-02-04 23:30:03 -08:00
|
|
|
glm::vec3 finalRender = renderer->getCharacterPosition();
|
|
|
|
|
glm::vec3 finalCanonical = core::coords::renderToCanonical(finalRender);
|
|
|
|
|
gameHandler->setPosition(finalCanonical.x, finalCanonical.y, finalCanonical.z);
|
2026-02-04 18:27:52 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-04 23:37:30 -08:00
|
|
|
// 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();
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-04 18:27:52 -08:00
|
|
|
LOG_INFO("Teleport to ", preset.label, " complete");
|
|
|
|
|
}
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 22:47:21 -08:00
|
|
|
// Spawn player model for online mode
|
|
|
|
|
if (gameHandler) {
|
|
|
|
|
const game::Character* activeChar = gameHandler->getActiveCharacter();
|
|
|
|
|
if (activeChar) {
|
|
|
|
|
// Set race/gender for player model loading
|
|
|
|
|
spRace_ = activeChar->race;
|
|
|
|
|
spGender_ = activeChar->gender;
|
|
|
|
|
spClass_ = activeChar->characterClass;
|
|
|
|
|
|
|
|
|
|
// Don't snap to ground - server provides exact position
|
|
|
|
|
spawnSnapToGround = false;
|
|
|
|
|
|
|
|
|
|
// Reset spawn flag and spawn the player character model
|
|
|
|
|
playerCharacterSpawned = false;
|
|
|
|
|
spawnPlayerCharacter();
|
|
|
|
|
|
|
|
|
|
// Explicitly set character position to match server coordinates
|
|
|
|
|
renderer->getCharacterPosition() = spawnRender;
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Spawned online player model: ", activeChar->name,
|
|
|
|
|
" (race=", static_cast<int>(spRace_),
|
|
|
|
|
", gender=", static_cast<int>(spGender_),
|
|
|
|
|
") at render pos (", spawnRender.x, ", ", spawnRender.y, ", ", spawnRender.z, ")");
|
|
|
|
|
} else {
|
|
|
|
|
LOG_WARNING("No active character found for player model spawning");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
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()) {
|
|
|
|
|
for (uint32_t i = 0; i < cdi->getRecordCount(); i++) {
|
2026-02-05 22:47:21 -08:00
|
|
|
CreatureDisplayData data;
|
|
|
|
|
data.modelId = cdi->getUInt32(i, 1);
|
|
|
|
|
data.extraDisplayId = cdi->getUInt32(i, 3);
|
|
|
|
|
data.skin1 = cdi->getString(i, 6);
|
|
|
|
|
data.skin2 = cdi->getString(i, 7);
|
|
|
|
|
data.skin3 = cdi->getString(i, 8);
|
|
|
|
|
displayDataMap_[cdi->getUInt32(i, 0)] = data;
|
|
|
|
|
}
|
|
|
|
|
LOG_INFO("Loaded ", displayDataMap_.size(), " display→model mappings");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// CreatureDisplayInfoExtra.dbc structure (3.3.5a):
|
|
|
|
|
// Col 0: ID
|
|
|
|
|
// Col 1: DisplayRaceID
|
|
|
|
|
// Col 2: DisplaySexID
|
|
|
|
|
// Col 3: SkinID
|
|
|
|
|
// Col 4: FaceID
|
|
|
|
|
// Col 5: HairStyleID
|
|
|
|
|
// Col 6: HairColorID
|
|
|
|
|
// Col 7: FacialHairID
|
|
|
|
|
// 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()) {
|
|
|
|
|
uint32_t withBakeName = 0;
|
|
|
|
|
for (uint32_t i = 0; i < cdie->getRecordCount(); i++) {
|
|
|
|
|
HumanoidDisplayExtra extra;
|
|
|
|
|
extra.raceId = static_cast<uint8_t>(cdie->getUInt32(i, 1));
|
|
|
|
|
extra.sexId = static_cast<uint8_t>(cdie->getUInt32(i, 2));
|
|
|
|
|
extra.skinId = static_cast<uint8_t>(cdie->getUInt32(i, 3));
|
|
|
|
|
extra.faceId = static_cast<uint8_t>(cdie->getUInt32(i, 4));
|
|
|
|
|
extra.hairStyleId = static_cast<uint8_t>(cdie->getUInt32(i, 5));
|
|
|
|
|
extra.hairColorId = static_cast<uint8_t>(cdie->getUInt32(i, 6));
|
|
|
|
|
extra.facialHairId = static_cast<uint8_t>(cdie->getUInt32(i, 7));
|
2026-02-05 22:57:32 -08:00
|
|
|
// Equipment display IDs (columns 8-18)
|
|
|
|
|
for (int eq = 0; eq < 11; eq++) {
|
|
|
|
|
extra.equipDisplayId[eq] = cdie->getUInt32(i, 8 + eq);
|
|
|
|
|
}
|
2026-02-05 22:47:21 -08:00
|
|
|
extra.bakeName = cdie->getString(i, 20);
|
|
|
|
|
if (!extra.bakeName.empty()) withBakeName++;
|
|
|
|
|
humanoidExtraMap_[cdie->getUInt32(i, 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()) {
|
|
|
|
|
for (uint32_t i = 0; i < cmd->getRecordCount(); i++) {
|
|
|
|
|
std::string mdx = cmd->getString(i, 2);
|
|
|
|
|
if (mdx.empty()) continue;
|
|
|
|
|
// Convert .mdx to .m2
|
|
|
|
|
if (mdx.size() >= 4) {
|
|
|
|
|
mdx = mdx.substr(0, mdx.size() - 4) + ".m2";
|
|
|
|
|
}
|
|
|
|
|
modelIdToPath_[cmd->getUInt32(i, 0)] = mdx;
|
|
|
|
|
}
|
|
|
|
|
LOG_INFO("Loaded ", modelIdToPath_.size(), " model→path mappings");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
creatureLookupsBuilt_ = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::string Application::getModelPathForDisplayId(uint32_t displayId) const {
|
2026-02-05 22:47:21 -08:00
|
|
|
auto itData = displayDataMap_.find(displayId);
|
|
|
|
|
if (itData == displayDataMap_.end()) 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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Application::spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x, float y, float z, float orientation) {
|
|
|
|
|
if (!renderer || !renderer->getCharacterRenderer() || !assetManager) return;
|
|
|
|
|
|
|
|
|
|
// Build lookups on first creature spawn
|
|
|
|
|
if (!creatureLookupsBuilt_) {
|
|
|
|
|
buildCreatureDisplayLookups();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto* charRenderer = renderer->getCharacterRenderer();
|
|
|
|
|
|
|
|
|
|
// Load model if not already loaded for this displayId
|
|
|
|
|
uint32_t modelId = nextCreatureModelId_++;
|
|
|
|
|
|
|
|
|
|
auto m2Data = assetManager->readFile(m2Path);
|
|
|
|
|
if (m2Data.empty()) {
|
|
|
|
|
LOG_WARNING("Failed to read creature M2: ", m2Path);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
pipeline::M2Model model = pipeline::M2Loader::load(m2Data);
|
|
|
|
|
if (model.vertices.empty()) {
|
|
|
|
|
LOG_WARNING("Failed to parse creature M2: ", m2Path);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Load skin file
|
|
|
|
|
std::string skinPath = m2Path.substr(0, m2Path.size() - 3) + "00.skin";
|
|
|
|
|
auto skinData = assetManager->readFile(skinPath);
|
|
|
|
|
if (!skinData.empty()) {
|
|
|
|
|
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);
|
|
|
|
|
auto animData = assetManager->readFile(animFileName);
|
|
|
|
|
if (!animData.empty()) {
|
|
|
|
|
pipeline::M2Loader::loadAnimFile(m2Data, animData, si, model);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!charRenderer->loadModel(model, modelId)) {
|
|
|
|
|
LOG_WARNING("Failed to load creature model: ", m2Path);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 22:47:21 -08:00
|
|
|
// Apply skin textures from CreatureDisplayInfo.dbc
|
|
|
|
|
auto itDisplayData = displayDataMap_.find(displayId);
|
|
|
|
|
if (itDisplayData != displayDataMap_.end()) {
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
|
|
// Log texture types in the model
|
|
|
|
|
for (size_t ti = 0; ti < model.textures.size(); ti++) {
|
|
|
|
|
LOG_DEBUG(" Model texture ", ti, ": type=", model.textures[ti].type, " filename='", model.textures[ti].filename, "'");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Check if this is a humanoid NPC with extra display info
|
|
|
|
|
bool hasHumanoidTexture = false;
|
|
|
|
|
if (dispData.extraDisplayId != 0) {
|
|
|
|
|
auto itExtra = humanoidExtraMap_.find(dispData.extraDisplayId);
|
|
|
|
|
if (itExtra != humanoidExtraMap_.end()) {
|
|
|
|
|
const auto& extra = itExtra->second;
|
|
|
|
|
LOG_DEBUG(" Found humanoid extra: raceId=", (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]);
|
|
|
|
|
|
2026-02-05 23:15:57 -08:00
|
|
|
// Use baked texture as-is (baked textures already include full NPC appearance)
|
|
|
|
|
// Equipment component textures are only for player characters with CharComponentTextureSections UV layout
|
2026-02-05 22:47:21 -08:00
|
|
|
if (!extra.bakeName.empty()) {
|
|
|
|
|
std::string bakePath = "Textures\\BakedNpcTextures\\" + extra.bakeName;
|
2026-02-05 23:15:57 -08:00
|
|
|
GLuint finalTex = charRenderer->loadTexture(bakePath);
|
|
|
|
|
|
|
|
|
|
if (finalTex != 0) {
|
2026-02-05 22:47:21 -08:00
|
|
|
for (size_t ti = 0; ti < model.textures.size(); ti++) {
|
|
|
|
|
if (model.textures[ti].type == 1) {
|
2026-02-05 23:15:57 -08:00
|
|
|
charRenderer->setModelTexture(modelId, static_cast<uint32_t>(ti), finalTex);
|
|
|
|
|
LOG_DEBUG("Applied baked NPC texture to slot ", ti, ": ", 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");
|
|
|
|
|
}
|
2026-02-05 22:54:47 -08:00
|
|
|
|
|
|
|
|
// Load hair texture from CharSections.dbc (section 3)
|
|
|
|
|
auto charSectionsDbc = assetManager->loadDBC("CharSections.dbc");
|
|
|
|
|
if (charSectionsDbc) {
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
|
|
// Section 3: Hair (variation = hair style, colorIndex = hair color)
|
|
|
|
|
if (baseSection == 3 &&
|
|
|
|
|
raceId == extra.raceId && sexId == extra.sexId &&
|
|
|
|
|
variationIndex == extra.hairStyleId && colorIndex == extra.hairColorId) {
|
|
|
|
|
std::string hairPath = charSectionsDbc->getString(r, 4);
|
|
|
|
|
if (!hairPath.empty()) {
|
|
|
|
|
GLuint hairTex = charRenderer->loadTexture(hairPath);
|
|
|
|
|
if (hairTex != 0) {
|
|
|
|
|
// Apply to type-6 texture slot (hair)
|
|
|
|
|
for (size_t ti = 0; ti < model.textures.size(); ti++) {
|
|
|
|
|
if (model.textures[ti].type == 6) {
|
|
|
|
|
charRenderer->setModelTexture(modelId, static_cast<uint32_t>(ti), hairTex);
|
|
|
|
|
LOG_DEBUG("Applied hair texture: ", hairPath, " to slot ", ti);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
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)
|
|
|
|
|
if (!hasHumanoidTexture) {
|
|
|
|
|
for (size_t ti = 0; ti < model.textures.size(); ti++) {
|
|
|
|
|
const auto& tex = model.textures[ti];
|
|
|
|
|
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));
|
|
|
|
|
|
|
|
|
|
// Create instance
|
|
|
|
|
uint32_t instanceId = charRenderer->createInstance(modelId, renderPos,
|
|
|
|
|
glm::vec3(0.0f, 0.0f, orientation), 1.0f);
|
|
|
|
|
|
|
|
|
|
if (instanceId == 0) {
|
|
|
|
|
LOG_WARNING("Failed to create creature instance for guid 0x", std::hex, guid, std::dec);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 22:54:47 -08:00
|
|
|
// Set geosets for humanoid NPCs based on CreatureDisplayInfoExtra
|
|
|
|
|
if (itDisplayData != displayDataMap_.end() && itDisplayData->second.extraDisplayId != 0) {
|
|
|
|
|
auto itExtra = humanoidExtraMap_.find(itDisplayData->second.extraDisplayId);
|
|
|
|
|
if (itExtra != humanoidExtraMap_.end()) {
|
|
|
|
|
const auto& extra = itExtra->second;
|
|
|
|
|
std::unordered_set<uint16_t> activeGeosets;
|
|
|
|
|
|
2026-02-05 23:33:28 -08:00
|
|
|
// Body parts (group 0: IDs 0-99) - humanoid models may have many body submeshes
|
|
|
|
|
for (uint16_t i = 0; i < 100; i++) {
|
2026-02-05 22:54:47 -08:00
|
|
|
activeGeosets.insert(i);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Hair style geoset: 100 + hairStyleId + 1 (101 = style 0, 102 = style 1, etc.)
|
|
|
|
|
activeGeosets.insert(static_cast<uint16_t>(101 + extra.hairStyleId));
|
|
|
|
|
|
|
|
|
|
// Facial hair geoset: 200 + facialHairId + 1 (201 = none/style 0, 202 = style 1, etc.)
|
|
|
|
|
activeGeosets.insert(static_cast<uint16_t>(201 + extra.facialHairId));
|
|
|
|
|
|
2026-02-05 22:57:32 -08:00
|
|
|
// Default equipment geosets (bare/no armor)
|
|
|
|
|
uint16_t geosetGloves = 301; // Bare hands
|
|
|
|
|
uint16_t geosetBoots = 401; // Bare feet
|
|
|
|
|
uint16_t geosetChest = 501; // Bare chest
|
|
|
|
|
uint16_t geosetPants = 1301; // Bare legs
|
|
|
|
|
uint16_t geosetCape = 1501; // No cape
|
|
|
|
|
uint16_t geosetTabard = 1201; // No tabard
|
|
|
|
|
bool hideHair = false;
|
|
|
|
|
|
|
|
|
|
// Load equipment geosets from ItemDisplayInfo.dbc
|
|
|
|
|
auto itemDisplayDbc = assetManager->loadDBC("ItemDisplayInfo.dbc");
|
|
|
|
|
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
|
|
|
|
|
// ItemDisplayInfo geoset columns: 5=GeosetGroup[0], 6=GeosetGroup[1], 7=GeosetGroup[2]
|
|
|
|
|
|
|
|
|
|
// Helm (slot 0) - may hide hair
|
|
|
|
|
if (extra.equipDisplayId[0] != 0) {
|
|
|
|
|
int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[0]);
|
|
|
|
|
if (idx >= 0) {
|
|
|
|
|
// Check helmet vis flags (col 12-13) or just hide hair if helm exists
|
|
|
|
|
hideHair = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Chest (slot 3) - geoset group 5xx/8xx
|
|
|
|
|
if (extra.equipDisplayId[3] != 0) {
|
|
|
|
|
int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[3]);
|
|
|
|
|
if (idx >= 0) {
|
|
|
|
|
uint32_t geoGroup = itemDisplayDbc->getUInt32(static_cast<uint32_t>(idx), 5);
|
|
|
|
|
if (geoGroup > 0) geosetChest = static_cast<uint16_t>(500 + geoGroup);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Legs (slot 5) - geoset group 13xx
|
|
|
|
|
if (extra.equipDisplayId[5] != 0) {
|
|
|
|
|
int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[5]);
|
|
|
|
|
if (idx >= 0) {
|
|
|
|
|
uint32_t geoGroup = itemDisplayDbc->getUInt32(static_cast<uint32_t>(idx), 5);
|
|
|
|
|
if (geoGroup > 0) geosetPants = static_cast<uint16_t>(1300 + geoGroup);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Feet (slot 6) - geoset group 4xx
|
|
|
|
|
if (extra.equipDisplayId[6] != 0) {
|
|
|
|
|
int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[6]);
|
|
|
|
|
if (idx >= 0) {
|
|
|
|
|
uint32_t geoGroup = itemDisplayDbc->getUInt32(static_cast<uint32_t>(idx), 5);
|
|
|
|
|
if (geoGroup > 0) geosetBoots = static_cast<uint16_t>(400 + geoGroup);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Hands (slot 8) - geoset group 3xx
|
|
|
|
|
if (extra.equipDisplayId[8] != 0) {
|
|
|
|
|
int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[8]);
|
|
|
|
|
if (idx >= 0) {
|
|
|
|
|
uint32_t geoGroup = itemDisplayDbc->getUInt32(static_cast<uint32_t>(idx), 5);
|
|
|
|
|
if (geoGroup > 0) geosetGloves = static_cast<uint16_t>(300 + geoGroup);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Tabard (slot 9) - geoset group 12xx
|
|
|
|
|
if (extra.equipDisplayId[9] != 0) {
|
|
|
|
|
int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[9]);
|
|
|
|
|
if (idx >= 0) {
|
|
|
|
|
geosetTabard = 1202; // Show tabard mesh
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Cape (slot 10) - geoset group 15xx
|
|
|
|
|
if (extra.equipDisplayId[10] != 0) {
|
|
|
|
|
int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[10]);
|
|
|
|
|
if (idx >= 0) {
|
|
|
|
|
uint32_t geoGroup = itemDisplayDbc->getUInt32(static_cast<uint32_t>(idx), 5);
|
|
|
|
|
if (geoGroup > 0) geosetCape = static_cast<uint16_t>(1500 + geoGroup);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Apply equipment geosets
|
|
|
|
|
activeGeosets.insert(geosetGloves);
|
|
|
|
|
activeGeosets.insert(geosetBoots);
|
|
|
|
|
activeGeosets.insert(geosetChest);
|
|
|
|
|
activeGeosets.insert(geosetPants);
|
|
|
|
|
activeGeosets.insert(geosetCape);
|
|
|
|
|
activeGeosets.insert(geosetTabard);
|
|
|
|
|
activeGeosets.insert(701); // Ears: default
|
|
|
|
|
|
|
|
|
|
// Hide hair if wearing helm
|
|
|
|
|
if (hideHair) {
|
|
|
|
|
activeGeosets.erase(static_cast<uint16_t>(101 + extra.hairStyleId));
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|
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}
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2026-02-05 22:54:47 -08:00
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|
2026-02-05 23:33:28 -08:00
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// Log what geosets we're setting for debugging
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|
|
std::string geosetList;
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|
|
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for (uint16_t g : activeGeosets) {
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if (!geosetList.empty()) geosetList += ",";
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geosetList += std::to_string(g);
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}
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|
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LOG_INFO("NPC geosets for instance ", instanceId, ": [", geosetList, "]");
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charRenderer->setActiveGeosets(instanceId, activeGeosets);
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LOG_DEBUG("Set humanoid geosets: hair=", hideHair ? 0 : (101 + extra.hairStyleId),
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2026-02-05 22:57:32 -08:00
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" facial=", 201 + extra.facialHairId,
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|
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" chest=", geosetChest, " pants=", geosetPants,
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|
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" boots=", geosetBoots, " gloves=", geosetGloves);
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2026-02-05 23:05:35 -08:00
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|
|
|
// Load and attach helmet model if equipped
|
|
|
|
|
if (extra.equipDisplayId[0] != 0 && itemDisplayDbc) {
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|
|
|
|
int32_t helmIdx = itemDisplayDbc->findRecordById(extra.equipDisplayId[0]);
|
|
|
|
|
if (helmIdx >= 0) {
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|
|
|
|
// Get helmet model name from ItemDisplayInfo.dbc (col 1 = LeftModel)
|
|
|
|
|
std::string helmModelName = itemDisplayDbc->getString(static_cast<uint32_t>(helmIdx), 1);
|
|
|
|
|
if (!helmModelName.empty()) {
|
|
|
|
|
// Convert .mdx to .m2
|
|
|
|
|
size_t dotPos = helmModelName.rfind('.');
|
|
|
|
|
if (dotPos != std::string::npos) {
|
|
|
|
|
helmModelName = helmModelName.substr(0, dotPos) + ".m2";
|
|
|
|
|
} else {
|
|
|
|
|
helmModelName += ".m2";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Try to load helmet from various paths
|
|
|
|
|
std::string helmPath = "Item\\ObjectComponents\\Head\\" + helmModelName;
|
|
|
|
|
auto helmData = assetManager->readFile(helmPath);
|
|
|
|
|
if (helmData.empty()) {
|
|
|
|
|
// Try alternate path
|
|
|
|
|
helmPath = "Item\\ObjectComponents\\Helmet\\" + helmModelName;
|
|
|
|
|
helmData = assetManager->readFile(helmPath);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!helmData.empty()) {
|
|
|
|
|
auto helmModel = pipeline::M2Loader::load(helmData);
|
|
|
|
|
// Load skin
|
|
|
|
|
std::string skinPath = helmPath.substr(0, helmPath.size() - 3) + "00.skin";
|
|
|
|
|
auto skinData = assetManager->readFile(skinPath);
|
|
|
|
|
if (!skinData.empty()) {
|
|
|
|
|
pipeline::M2Loader::loadSkin(skinData, helmModel);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (helmModel.isValid()) {
|
|
|
|
|
// Attachment point 11 = Head
|
|
|
|
|
uint32_t helmModelId = nextCreatureModelId_++;
|
|
|
|
|
// Get texture from ItemDisplayInfo (col 3 = LeftModelTexture)
|
|
|
|
|
std::string helmTexName = itemDisplayDbc->getString(static_cast<uint32_t>(helmIdx), 3);
|
|
|
|
|
std::string helmTexPath;
|
|
|
|
|
if (!helmTexName.empty()) {
|
|
|
|
|
helmTexPath = "Item\\ObjectComponents\\Head\\" + helmTexName + ".blp";
|
|
|
|
|
}
|
|
|
|
|
charRenderer->attachWeapon(instanceId, 11, helmModel, helmModelId, helmTexPath);
|
|
|
|
|
LOG_DEBUG("Attached helmet model: ", helmPath);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-05 22:54:47 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 21:55:52 -08:00
|
|
|
// Play idle animation
|
|
|
|
|
charRenderer->playAnimation(instanceId, 0, true);
|
|
|
|
|
|
|
|
|
|
// Track instance
|
|
|
|
|
creatureInstances_[guid] = instanceId;
|
|
|
|
|
creatureModelIds_[guid] = modelId;
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Spawned creature: guid=0x", std::hex, guid, std::dec,
|
|
|
|
|
" displayId=", displayId, " at (", x, ", ", y, ", ", z, ")");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Application::despawnOnlineCreature(uint64_t guid) {
|
|
|
|
|
auto it = creatureInstances_.find(guid);
|
|
|
|
|
if (it == creatureInstances_.end()) return;
|
|
|
|
|
|
|
|
|
|
if (renderer && renderer->getCharacterRenderer()) {
|
|
|
|
|
renderer->getCharacterRenderer()->removeInstance(it->second);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
creatureInstances_.erase(it);
|
|
|
|
|
creatureModelIds_.erase(guid);
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Despawned creature: guid=0x", std::hex, guid, std::dec);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
} // namespace core
|
|
|
|
|
} // namespace wowee
|