Use created character data and DB start items/spells

This commit is contained in:
Kelsi 2026-02-05 14:35:12 -08:00
parent 776a617f61
commit 33226fa953
4 changed files with 509 additions and 102 deletions

View file

@ -2,6 +2,7 @@
#include "core/window.hpp"
#include "core/input.hpp"
#include "game/character.hpp"
#include <memory>
#include <string>
#include <vector>
@ -76,6 +77,8 @@ private:
void setupUICallbacks();
void spawnPlayerCharacter();
void spawnNpcs();
std::string getPlayerModelPath() const;
static const char* mapIdToName(uint32_t mapId);
static Application* instance;
@ -96,6 +99,14 @@ private:
bool spawnSnapToGround = true;
float lastFrameTime = 0.0f;
float movementHeartbeatTimer = 0.0f;
game::Race spRace_ = game::Race::HUMAN;
game::Gender spGender_ = game::Gender::MALE;
game::Class spClass_ = game::Class::WARRIOR;
uint32_t spMapId_ = 0;
uint32_t spZoneId_ = 0;
glm::vec3 spSpawnCanonical_ = glm::vec3(62.0f, -9464.0f, 200.0f);
float spYawDeg_ = 0.0f;
float spPitchDeg_ = -5.0f;
// Weapon model ID counter (starting high to avoid collision with character model IDs)
uint32_t nextWeaponModelId_ = 1000;