Add mount system and crash mouse-release handler

Render mount M2 model under player with seated animation, apply creature
skin textures, server-driven speed via SMSG_FORCE_RUN_SPEED_CHANGE, and
/dismount command. X11 XUngrabPointer on crash/hang to always release mouse.
This commit is contained in:
Kelsi 2026-02-07 17:59:40 -08:00
parent 4a932dd8cd
commit 643611ee79
13 changed files with 363 additions and 3 deletions

View file

@ -389,6 +389,11 @@ void Application::update(float deltaTime) {
npcManager->update(deltaTime, renderer->getCharacterRenderer());
}
// Sync server run speed to camera controller
if (renderer && gameHandler && renderer->getCameraController()) {
renderer->getCameraController()->setRunSpeedOverride(gameHandler->getServerRunSpeed());
}
// Sync character render position → canonical WoW coords each frame
if (renderer && gameHandler) {
glm::vec3 renderPos = renderer->getCharacterPosition();
@ -554,6 +559,150 @@ void Application::setupUICallbacks() {
despawnOnlineCreature(guid);
});
// Mount callback (online mode) - load/destroy mount model
gameHandler->setMountCallback([this](uint32_t mountDisplayId) {
if (!renderer || !renderer->getCharacterRenderer() || !assetManager) return;
auto* charRenderer = renderer->getCharacterRenderer();
if (mountDisplayId == 0) {
// Dismount: remove mount instance and model
if (mountInstanceId_ != 0) {
charRenderer->removeInstance(mountInstanceId_);
mountInstanceId_ = 0;
}
mountModelId_ = 0;
renderer->clearMount();
LOG_INFO("Dismounted");
return;
}
// Mount: load mount model
std::string m2Path = getModelPathForDisplayId(mountDisplayId);
if (m2Path.empty()) {
LOG_WARNING("No model path for mount displayId ", mountDisplayId);
return;
}
// Check model cache
uint32_t modelId = 0;
bool modelCached = false;
auto cacheIt = displayIdModelCache_.find(mountDisplayId);
if (cacheIt != displayIdModelCache_.end()) {
modelId = cacheIt->second;
modelCached = true;
} else {
modelId = nextCreatureModelId_++;
auto m2Data = assetManager->readFile(m2Path);
if (m2Data.empty()) {
LOG_WARNING("Failed to read mount M2: ", m2Path);
return;
}
pipeline::M2Model model = pipeline::M2Loader::load(m2Data);
if (model.vertices.empty()) {
LOG_WARNING("Failed to parse mount M2: ", m2Path);
return;
}
// 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
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 mount model: ", m2Path);
return;
}
displayIdModelCache_[mountDisplayId] = modelId;
}
// Apply creature skin textures from CreatureDisplayInfo.dbc
if (!modelCached) {
auto itDisplayData = displayDataMap_.find(mountDisplayId);
if (itDisplayData != displayDataMap_.end()) {
const auto& dispData = itDisplayData->second;
const auto* modelData = charRenderer->getModelData(modelId);
if (modelData) {
std::string modelDir;
size_t lastSlash = m2Path.find_last_of("\\/");
if (lastSlash != std::string::npos) {
modelDir = m2Path.substr(0, lastSlash + 1);
}
for (size_t ti = 0; ti < modelData->textures.size(); ti++) {
const auto& tex = modelData->textures[ti];
std::string texPath;
if (tex.type == 11 && !dispData.skin1.empty()) {
texPath = modelDir + dispData.skin1 + ".blp";
} else if (tex.type == 12 && !dispData.skin2.empty()) {
texPath = modelDir + dispData.skin2 + ".blp";
} else if (tex.type == 13 && !dispData.skin3.empty()) {
texPath = modelDir + dispData.skin3 + ".blp";
}
if (!texPath.empty()) {
GLuint skinTex = charRenderer->loadTexture(texPath);
if (skinTex != 0) {
charRenderer->setModelTexture(modelId, static_cast<uint32_t>(ti), skinTex);
}
}
}
}
}
}
mountModelId_ = modelId;
// Create mount instance at player position
glm::vec3 mountPos = renderer->getCharacterPosition();
float yawRad = glm::radians(renderer->getCharacterYaw());
uint32_t instanceId = charRenderer->createInstance(modelId, mountPos,
glm::vec3(0.0f, 0.0f, yawRad), 1.0f);
if (instanceId == 0) {
LOG_WARNING("Failed to create mount instance");
return;
}
mountInstanceId_ = instanceId;
// Compute height offset — place player above mount's back
const auto* modelData = charRenderer->getModelData(modelId);
float heightOffset = 1.2f; // Default fallback
if (modelData) {
// No coord swizzle in character renderer, so Z is up in model space too.
// Use the top of the bounding box as the saddle height.
float topZ = modelData->boundMax.z;
if (topZ > 0.1f) {
heightOffset = topZ * 0.85f;
}
LOG_INFO("Mount bounds: min=(", modelData->boundMin.x, ",", modelData->boundMin.y, ",", modelData->boundMin.z,
") max=(", modelData->boundMax.x, ",", modelData->boundMax.y, ",", modelData->boundMax.z,
") radius=", modelData->boundRadius, " → heightOffset=", heightOffset);
}
renderer->setMounted(instanceId, heightOffset);
charRenderer->playAnimation(instanceId, 0, true); // Idle animation
LOG_INFO("Mounted: displayId=", mountDisplayId, " model=", m2Path, " heightOffset=", heightOffset);
});
// Creature move callback (online mode) - update creature positions
gameHandler->setCreatureMoveCallback([this](uint64_t guid, float x, float y, float z, uint32_t durationMs) {
auto it = creatureInstances_.find(guid);