Remove single-player mode to focus on multiplayer

Removed all single-player/offline mode functionality:
- Removed ~2,200 lines of SQLite database code
- Removed 11 public SP methods from GameHandler
- Removed SP member variables and state flags
- Removed SP UI elements (auth screen button, game settings)
- Removed SQLite3 build dependency
- Deleted docs/single-player.md
- Updated documentation (README, FEATURES, CHANGELOG)

Files modified:
- src/game/game_handler.cpp: 2,852 lines (down from 4,921)
- include/game/game_handler.hpp: Removed SP API
- src/core/application.cpp/hpp: Removed startSinglePlayer()
- src/ui/*: Removed SP UI logic
- CMakeLists.txt: Removed SQLite3

All online multiplayer features preserved and tested.
This commit is contained in:
kelsi davis 2026-02-06 23:52:16 -08:00
parent 3079b69ba8
commit 99d5f9a33a
15 changed files with 4959 additions and 3536 deletions

View file

@ -4,6 +4,9 @@ All notable changes to the Wowee project are documented here.
## Recent Development (2024-2026)
### Architecture Changes
- **Removed single-player mode**: Removed offline/single-player functionality to focus exclusively on multiplayer. This includes removal of SQLite persistence, local combat simulation, and all single-player UI elements.
### Quest System
- **Quest markers**: Added ! (quest available) and ? (quest complete) markers above NPCs
- **Minimap integration**: Quest markers now appear on minimap for easy navigation

View file

@ -20,7 +20,6 @@ find_package(OpenGL REQUIRED)
find_package(GLEW REQUIRED)
find_package(OpenSSL REQUIRED)
find_package(Threads REQUIRED)
find_package(SQLite3 REQUIRED)
find_package(ZLIB REQUIRED)
find_package(PkgConfig REQUIRED)
pkg_check_modules(FFMPEG REQUIRED libavformat libavcodec libswscale libavutil)
@ -267,14 +266,6 @@ target_link_libraries(wowee PRIVATE
ZLIB::ZLIB
)
# SQLite
if (TARGET SQLite::SQLite3)
target_link_libraries(wowee PRIVATE SQLite::SQLite3)
else()
target_include_directories(wowee PRIVATE ${SQLite3_INCLUDE_DIRS})
target_link_libraries(wowee PRIVATE ${SQLite3_LIBRARIES})
endif()
target_link_libraries(wowee PRIVATE ${FFMPEG_LIBRARIES})
if (FFMPEG_LIBRARY_DIRS)
target_link_directories(wowee PRIVATE ${FFMPEG_LIBRARY_DIRS})

View file

@ -9,7 +9,6 @@ A comprehensive overview of all implemented features in Wowee, the native C++ Wo
- [Network & Authentication](#network--authentication)
- [Asset Pipeline](#asset-pipeline)
- [Audio Features](#audio-features)
- [Single-Player Mode](#single-player-mode)
- [Developer Tools](#developer-tools)
---
@ -233,7 +232,6 @@ A comprehensive overview of all implemented features in Wowee, the native C++ Wo
- ✅ Password input field (masked)
- ✅ Server address input
- ✅ Login button
- ✅ Single Player button (offline mode)
- ✅ Connection status display
- ✅ Error message display
@ -519,32 +517,6 @@ A comprehensive overview of all implemented features in Wowee, the native C++ Wo
---
## Single-Player Mode
### Offline Gameplay
- ✅ Play without server connection
- ✅ Local character creation
- ✅ Local character selection
- ✅ Character persistence (SQLite)
- ✅ Settings persistence
### Simulated Systems
- ✅ Simulated combat
- ✅ Simulated XP gain
- ✅ Local inventory management
- ✅ Local spell casting
- ✅ Simulated loot (TODO)
- ✅ Simulated quests (TODO)
### Local Storage
- ✅ SQLite database for character data
- ✅ Character appearance and stats
- ✅ Inventory and equipment
- ✅ Known spells
- ✅ Settings and preferences
---
## Developer Tools
### Debug HUD (F1)

View file

@ -39,13 +39,6 @@ A native C++ client for World of Warcraft 3.3.5a (Wrath of the Lich King) with a
- **Party** -- Group invites, party list
- **UI** -- Loading screens with progress bar, settings window with opacity slider
### Single-Player Mode
- Offline play without server connection
- Local character persistence (SQLite)
- Simulated XP and combat
- Local item management
- Settings persistence
## Building
### Prerequisites
@ -161,7 +154,7 @@ make -j$(nproc)
- **Graphics**: OpenGL 3.3 Core, GLSL 330, forward rendering with post-processing
- **Performance**: 60 FPS (vsync), ~50k triangles/frame, ~30 draw calls, <10% GPU
- **Platform**: Linux (primary), C++17, CMake 3.15+
- **Dependencies**: SDL2, OpenGL/GLEW, GLM, OpenSSL, StormLib, ImGui, SQLite3, FFmpeg
- **Dependencies**: SDL2, OpenGL/GLEW, GLM, OpenSSL, StormLib, ImGui, FFmpeg
- **Architecture**: Modular design with clear separation (core, rendering, networking, game logic, asset pipeline, UI, audio)
- **Networking**: Non-blocking TCP, SRP6a authentication, RC4 encryption, WoW 3.3.5a protocol
- **Asset Loading**: Async terrain streaming, lazy loading, MPQ archive support

View file

@ -1,575 +0,0 @@
# Single-Player Mode Guide
**Date**: 2026-01-27
**Purpose**: Play wowee without a server connection
**Status**: ✅ Fully Functional
---
## Overview
Single-player mode allows you to explore the rendering engine without setting up a server. It bypasses authentication and loads the game world directly with all atmospheric effects and test objects.
## How to Use
### 1. Start the Client
```bash
cd /home/k/Desktop/wowee/wowee
./build/bin/wowee
```
### 2. Click "Start Single Player"
On the authentication screen, you'll see:
- **Server connection** section (hostname, username, password)
- **Single-Player Mode** section with a large blue button
Click the **"Start Single Player"** button to bypass authentication and go directly to the game world.
### 3. Explore the World
You'll immediately enter the game with:
- ✨ Full atmospheric rendering (sky, stars, clouds, sun/moon)
- 🎮 Full camera controls (WASD, mouse)
- 🌦️ Weather effects (W key to cycle)
- 🏗️ Ability to spawn test objects (K, O keys)
- 📊 Performance HUD (F1 to toggle)
## Features Available
### Atmospheric Rendering ✅
- **Skybox** - Dynamic day/night gradient
- **Stars** - 1000+ stars visible at night
- **Celestial** - Sun and moon with orbital movement
- **Clouds** - Animated volumetric clouds
- **Lens Flare** - Sun bloom effects
- **Weather** - Rain and snow particle systems
### Camera & Movement ✅
- **WASD** - Free-fly camera movement
- **Mouse** - Look around (360° rotation)
- **Shift** - Move faster (sprint)
- Full 3D navigation with no collisions
### Test Objects ✅
- **K key** - Spawn test character (animated cube)
- **O key** - Spawn procedural WMO building (5×5×5 cube)
- **Shift+O** - Load real WMO from MPQ (if WOW_DATA_PATH set)
- **P key** - Clear all WMO buildings
- **J key** - Clear characters
### Rendering Controls ✅
- **F1** - Toggle performance HUD
- **F2** - Wireframe mode
- **F8** - Toggle water rendering
- **F9** - Toggle time progression
- **F10** - Toggle sun/moon
- **F11** - Toggle stars
- **F12** - Toggle fog
- **+/-** - Manual time of day adjustment
### Effects Controls ✅
- **C** - Toggle clouds
- **[/]** - Adjust cloud density
- **L** - Toggle lens flare
- **,/.** - Adjust lens flare intensity
- **M** - Toggle moon phase cycling
- **;/'** - Manual moon phase control
- **W** - Cycle weather (None → Rain → Snow)
- **</>** - Adjust weather intensity
## Loading Terrain (Optional)
Single-player mode can load real terrain if you have WoW data files.
### Setup WOW_DATA_PATH
```bash
# Linux/Mac
export WOW_DATA_PATH="/path/to/WoW-3.3.5a/Data"
# Or add to ~/.bashrc for persistence
echo 'export WOW_DATA_PATH="/path/to/WoW-3.3.5a/Data"' >> ~/.bashrc
source ~/.bashrc
# Run client
cd /home/k/Desktop/wowee/wowee
./build/bin/wowee
```
### What Gets Loaded
With `WOW_DATA_PATH` set, single-player mode will attempt to load:
- **Terrain** - Elwynn Forest ADT tile (32, 49) near Northshire Abbey
- **Textures** - Ground textures from MPQ archives
- **Water** - Water tiles from the terrain
- **Buildings** - Real WMO models (Shift+O key)
### Data Directory Structure
Your WoW Data directory should contain:
```
Data/
├── common.MPQ
├── common-2.MPQ
├── expansion.MPQ
├── lichking.MPQ
├── patch.MPQ
├── patch-2.MPQ
├── patch-3.MPQ
└── enUS/ (or your locale)
├── locale-enUS.MPQ
└── patch-enUS-3.MPQ
```
## Use Cases
### 1. Rendering Engine Testing
Perfect for testing and debugging rendering features:
- Test sky system day/night cycle
- Verify atmospheric effects
- Profile performance
- Test shader changes
- Debug camera controls
### 2. Visual Effects Development
Ideal for developing visual effects:
- Weather systems
- Particle effects
- Post-processing
- Shader effects
- Lighting changes
### 3. Screenshots & Videos
Great for capturing content:
- Time-lapse videos of day/night cycle
- Weather effect demonstrations
- Atmospheric rendering showcases
- Feature demonstrations
### 4. Performance Profiling
Excellent for performance analysis:
- Measure FPS with different effects
- Test GPU/CPU usage
- Profile draw calls and triangles
- Test memory usage
- Benchmark optimizations
### 5. Learning & Exploration
Good for learning the codebase:
- Understand rendering pipeline
- Explore atmospheric systems
- Test object spawning
- Experiment with controls
- Learn shader systems
## Technical Details
### State Management
**Normal Flow:**
```
AUTHENTICATION → REALM_SELECTION → CHARACTER_SELECTION → IN_GAME
```
**Single-Player Flow:**
```
AUTHENTICATION → [Single Player Button] → IN_GAME
```
Single-player mode bypasses:
- Network authentication
- Realm selection
- Character selection
- Server connection
### World Creation
When single-player starts:
1. Creates empty `World` object
2. Sets `singlePlayerMode = true` flag
3. Attempts terrain loading if asset manager available
4. Transitions to `IN_GAME` state
5. Continues with atmospheric rendering
### Terrain Loading Logic
```cpp
if (WOW_DATA_PATH set && AssetManager initialized) {
try to load: "World\Maps\Azeroth\Azeroth_32_49.adt"
if (success) {
render terrain with textures
} else {
atmospheric rendering only
}
} else {
atmospheric rendering only
}
```
### Camera Behavior
**Single-Player Camera:**
- Starts at default position (0, 0, 100)
- Free-fly mode (no terrain collision)
- Full 360° rotation
- Adjustable speed (Shift for faster)
**In-Game Camera (with server):**
- Follows character position
- Same controls but synced with server
- Position updates sent to server
## Performance
### Without Terrain
**Atmospheric Only:**
- FPS: 60 (vsync limited)
- Triangles: ~2,000 (skybox + clouds)
- Draw Calls: ~8
- CPU: 5-10%
- GPU: 10-15%
- Memory: ~150 MB
### With Terrain
**Full Rendering:**
- FPS: 60 (vsync maintained)
- Triangles: ~50,000
- Draw Calls: ~30
- CPU: 10-15%
- GPU: 15-25%
- Memory: ~200 MB
### With Test Objects
**Characters + Buildings:**
- Characters (10): +500 triangles, +1 draw call each
- Buildings (5): +5,000 triangles, +1 draw call each
- Total impact: ~10% GPU increase
## Differences from Server Mode
### What Works
- ✅ Full atmospheric rendering
- ✅ Camera movement
- ✅ Visual effects (clouds, weather, lens flare)
- ✅ Test object spawning
- ✅ Performance HUD
- ✅ All rendering toggles
- ✅ Time of day controls
### What Doesn't Work
- ❌ Network synchronization
- ❌ Real characters from database
- ❌ Creatures and NPCs
- ❌ Combat system
- ❌ Chat/social features
- ❌ Spells and abilities
- ❌ Inventory system
- ❌ Quest system
### Limitations
**No Server Features:**
- Cannot connect to other players
- No persistent world state
- No database-backed characters
- No server-side validation
- No creature AI or spawning
**Test Objects Only:**
- Characters are simple cubes
- Buildings are procedural or MPQ-loaded
- No real character models (yet)
- No animations beyond test cubes
## Tips & Tricks
### 1. Cinematic Screenshots
Create beautiful atmospheric shots:
```
1. Press F1 to hide HUD
2. Press F9 to auto-cycle time
3. Press C to enable clouds
4. Press L for lens flare
5. Wait for sunset/sunrise (golden hour)
6. Take screenshots!
```
### 2. Performance Testing
Stress test the renderer:
```
1. Spawn 10 characters (press K ten times)
2. Spawn 5 buildings (press O five times)
3. Enable all effects (clouds, weather, lens flare)
4. Toggle F1 to monitor FPS
5. Profile different settings
```
### 3. Day/Night Exploration
Experience the full day cycle:
```
1. Press F9 to start time progression
2. Watch stars appear at dusk
3. See moon phases change
4. Observe color transitions
5. Press F9 again to stop at favorite time
```
### 4. Weather Showcase
Test weather systems:
```
1. Press W to enable rain
2. Press > to max intensity
3. Press W again for snow
4. Fly through particles
5. Test with different times of day
```
### 5. Building Gallery
Create a building showcase:
```
1. Press O five times for procedural cubes
2. Press Shift+O to load real WMO (if data available)
3. Fly around to see different angles
4. Press F2 for wireframe view
5. Press P to clear and try others
```
## Troubleshooting
### Black Screen
**Problem:** Screen is black, no rendering
**Solution:**
```bash
# Check if application is running
ps aux | grep wowee
# Check OpenGL initialization in logs
# Should see: "Renderer initialized"
# Verify graphics drivers
glxinfo | grep OpenGL
```
### Low FPS
**Problem:** Performance below 60 FPS
**Solution:**
1. Press F1 to check FPS counter
2. Disable heavy effects:
- Press C to disable clouds
- Press L to disable lens flare
- Press W until weather is "None"
3. Clear test objects:
- Press J to clear characters
- Press P to clear buildings
4. Check GPU usage in system monitor
### No Terrain
**Problem:** Only sky visible, no ground
**Solution:**
```bash
# Check if WOW_DATA_PATH is set
echo $WOW_DATA_PATH
# Set it if missing
export WOW_DATA_PATH="/path/to/WoW-3.3.5a/Data"
# Restart single-player mode
# Should see: "Test terrain loaded successfully"
```
### Controls Not Working
**Problem:** Keyboard/mouse input not responding
**Solution:**
1. Click on the game window to focus it
2. Check if a UI element has focus (press Escape)
3. Verify input in logs (should see key presses)
4. Restart application if needed
## Future Enhancements
### Planned Features
**Short-term:**
- [ ] Load multiple terrain tiles
- [ ] Real M2 character models
- [ ] Texture loading for WMOs
- [ ] Save/load camera position
- [ ] Screenshot capture (F11/F12)
**Medium-term:**
- [ ] Simple creature spawning (static models)
- [ ] Waypoint camera paths
- [ ] Time-lapse recording
- [ ] Custom weather patterns
- [ ] Terrain tile selection UI
**Long-term:**
- [ ] Offline character creation
- [ ] Basic movement animations
- [ ] Simple AI behaviors
- [ ] World exploration without server
- [ ] Local save/load system
## Comparison: Single-Player vs Server
| Feature | Single-Player | Server Mode |
|---------|---------------|-------------|
| **Setup Time** | Instant | 30-60 min |
| **Network Required** | No | Yes |
| **Terrain Loading** | Optional | Yes |
| **Character Models** | Test cubes | Real models |
| **Creatures** | None | Full AI |
| **Combat** | No | Yes |
| **Chat** | No | Yes |
| **Quests** | No | Yes |
| **Persistence** | No | Yes |
| **Performance** | High | Medium |
| **Good For** | Testing, visuals | Gameplay |
## Console Commands
While in single-player mode, you can use:
**Camera Commands:**
```
WASD - Move
Mouse - Look
Shift - Sprint
```
**Spawning Commands:**
```
K - Spawn character
O - Spawn building
Shift+O - Load WMO
J - Clear characters
P - Clear buildings
```
**Rendering Commands:**
```
F1 - Toggle HUD
F2 - Wireframe
F8-F12 - Various toggles
C - Clouds
L - Lens flare
W - Weather
M - Moon phases
```
## Example Workflow
### Complete Testing Session
1. **Start Application**
```bash
cd /home/k/Desktop/wowee/wowee
./build/bin/wowee
```
2. **Enter Single-Player**
- Click "Start Single Player" button
- Wait for world load
3. **Enable Effects**
- Press F1 (show HUD)
- Press C (enable clouds)
- Press L (enable lens flare)
- Press W (enable rain)
4. **Spawn Objects**
- Press K × 3 (spawn 3 characters)
- Press O × 2 (spawn 2 buildings)
5. **Explore**
- Use WASD to fly around
- Mouse to look around
- Shift to move faster
6. **Time Progression**
- Press F9 (auto time)
- Watch day → night transition
- Press + or - for manual control
7. **Take Screenshots**
- Press F1 (hide HUD)
- Position camera
- Use external screenshot tool
8. **Performance Check**
- Press F1 (show HUD)
- Check FPS (should be 60)
- Note draw calls and triangles
- Monitor CPU/GPU usage
## Keyboard Reference Card
**Essential Controls:**
- **Start Single Player** - Button on auth screen
- **F1** - Performance HUD
- **WASD** - Move camera
- **Mouse** - Look around
- **Shift** - Move faster
- **Escape** - Release mouse (if captured)
**Rendering:**
- **F2-F12** - Various toggles
- **+/-** - Time of day
- **C** - Clouds
- **L** - Lens flare
- **W** - Weather
- **M** - Moon phases
**Objects:**
- **K** - Spawn character
- **O** - Spawn building
- **J** - Clear characters
- **P** - Clear buildings
## Credits
**Single-Player Mode:**
- Designed for rapid testing and development
- No server setup required
- Full rendering engine access
- Perfect for content creators
**Powered by:**
- OpenGL 3.3 rendering
- GLM mathematics
- SDL2 windowing
- ImGui interface
---
**Mode Status**: ✅ Fully Functional
**Performance**: 60 FPS stable
**Setup Time**: Instant (one click)
**Server Required**: No
**Last Updated**: 2026-01-27
**Version**: 1.0.3

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@ -56,16 +56,11 @@ public:
// Singleton access
static Application& getInstance() { return *instance; }
// Single-player mode
void startSinglePlayer();
bool isSinglePlayer() const { return singlePlayerMode; }
void logoutToLogin();
// Weapon loading (called at spawn and on equipment change)
void loadEquippedWeapons();
// Teleport to a spawn preset location (single-player only)
void teleportTo(int presetIndex);
// Logout to login screen
void logoutToLogin();
// Render bounds lookup (for click targeting / selection)
bool getRenderBoundsForGuid(uint64_t guid, glm::vec3& outCenter, float& outRadius) const;
@ -104,20 +99,11 @@ private:
AppState state = AppState::AUTHENTICATION;
bool running = false;
bool singlePlayerMode = false;
bool playerCharacterSpawned = false;
bool npcsSpawned = false;
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;

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@ -189,22 +189,6 @@ public:
// Money (copper)
uint64_t getMoneyCopper() const { return playerMoneyCopper_; }
// Single-player: mark character list ready for selection UI
void setSinglePlayerCharListReady();
struct SinglePlayerSettings {
bool fullscreen = false;
bool vsync = true;
bool shadows = true;
int resWidth = 1920;
int resHeight = 1080;
int musicVolume = 30;
int sfxVolume = 100;
float mouseSensitivity = 0.2f;
bool invertMouse = false;
};
bool getSinglePlayerSettings(SinglePlayerSettings& out) const;
void setSinglePlayerSettings(const SinglePlayerSettings& settings);
// Inventory
Inventory& getInventory() { return inventory; }
const Inventory& getInventory() const { return inventory; }
@ -252,54 +236,18 @@ public:
const std::vector<AuraSlot>& getPlayerAuras() const { return playerAuras; }
const std::vector<AuraSlot>& getTargetAuras() const { return targetAuras; }
// Single-player mode
void setSinglePlayerMode(bool sp) { singlePlayerMode_ = sp; }
bool isSinglePlayerMode() const { return singlePlayerMode_; }
void simulateMotd(const std::vector<std::string>& lines);
void applySinglePlayerStartData(Race race, Class cls);
bool loadSinglePlayerCharacterState(uint64_t guid);
void notifyInventoryChanged();
void notifyEquipmentChanged();
void notifyQuestStateChanged();
void flushSinglePlayerSave();
// NPC death callback (single-player)
using NpcDeathCallback = std::function<void(uint64_t guid)>;
void setNpcDeathCallback(NpcDeathCallback cb) { npcDeathCallback_ = std::move(cb); }
// NPC respawn callback (health 0 → >0, resets animation to idle)
using NpcRespawnCallback = std::function<void(uint64_t guid)>;
void setNpcRespawnCallback(NpcRespawnCallback cb) { npcRespawnCallback_ = std::move(cb); }
// Melee swing callback (for driving animation/SFX)
using MeleeSwingCallback = std::function<void()>;
void setMeleeSwingCallback(MeleeSwingCallback cb) { meleeSwingCallback_ = std::move(cb); }
// NPC swing callback (single-player combat: plays attack animation on NPC)
using NpcSwingCallback = std::function<void(uint64_t guid)>;
void setNpcSwingCallback(NpcSwingCallback cb) { npcSwingCallback_ = std::move(cb); }
// Local player stats (single-player)
uint32_t getLocalPlayerHealth() const { return localPlayerHealth_; }
uint32_t getLocalPlayerMaxHealth() const { return localPlayerMaxHealth_; }
void initLocalPlayerStats(uint32_t level, uint32_t hp, uint32_t maxHp) {
localPlayerLevel_ = level;
localPlayerHealth_ = hp;
localPlayerMaxHealth_ = maxHp;
playerNextLevelXp_ = xpForLevel(level);
playerXp_ = 0;
}
// XP tracking (works in both single-player and server modes)
uint32_t getPlayerXp() const { return playerXp_; }
uint32_t getPlayerNextLevelXp() const { return playerNextLevelXp_; }
uint32_t getPlayerLevel() const { return singlePlayerMode_ ? localPlayerLevel_ : serverPlayerLevel_; }
uint32_t getPlayerLevel() const { return serverPlayerLevel_; }
static uint32_t killXp(uint32_t playerLevel, uint32_t victimLevel);
// Hearthstone callback (single-player teleport)
using HearthstoneCallback = std::function<void()>;
void setHearthstoneCallback(HearthstoneCallback cb) { hearthstoneCallback = std::move(cb); }
// World entry callback (online mode - triggered when entering world)
// Parameters: mapId, x, y, z (canonical WoW coordinates)
using WorldEntryCallback = std::function<void(uint32_t mapId, float x, float y, float z)>;
@ -406,8 +354,6 @@ public:
auto it = itemInfoCache_.find(itemId);
return (it != itemInfoCache_.end()) ? &it->second : nullptr;
}
std::string getItemTemplateName(uint32_t itemId) const;
ItemQuality getItemTemplateQuality(uint32_t itemId) const;
uint64_t getBackpackItemGuid(int index) const {
if (index < 0 || index >= static_cast<int>(backpackSlotGuids_.size())) return 0;
return backpackSlotGuids_[index];
@ -427,16 +373,6 @@ public:
*/
void update(float deltaTime);
struct SinglePlayerCreateInfo {
uint32_t mapId = 0;
uint32_t zoneId = 0;
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
float orientation = 0.0f;
};
bool getSinglePlayerCreateInfo(Race race, Class cls, SinglePlayerCreateInfo& out) const;
private:
/**
* Handle incoming packet from world server
@ -552,11 +488,6 @@ private:
void handleQuestRequestItems(network::Packet& packet);
void handleQuestOfferReward(network::Packet& packet);
void handleListInventory(network::Packet& packet);
LootResponseData generateLocalLoot(uint64_t guid);
void simulateLootResponse(const LootResponseData& data);
void simulateLootRelease();
void simulateLootRemove(uint8_t slotIndex);
void simulateXpGain(uint64_t victimGuid, uint32_t totalXp);
void addMoneyCopper(uint32_t amount);
void addCombatText(CombatTextEntry::Type type, int32_t amount, uint32_t spellId, bool isPlayerSource);
@ -661,7 +592,6 @@ private:
std::vector<CombatTextEntry> combatText;
// ---- Phase 3: Spells ----
HearthstoneCallback hearthstoneCallback;
WorldEntryCallback worldEntryCallback_;
CreatureSpawnCallback creatureSpawnCallback_;
CreatureDespawnCallback creatureDespawnCallback_;
@ -739,69 +669,10 @@ private:
uint32_t playerXp_ = 0;
uint32_t playerNextLevelXp_ = 0;
uint32_t serverPlayerLevel_ = 1;
void awardLocalXp(uint64_t victimGuid, uint32_t victimLevel);
void levelUp();
static uint32_t xpForLevel(uint32_t level);
// ---- Single-player combat ----
bool singlePlayerMode_ = false;
float swingTimer_ = 0.0f;
static constexpr float SWING_SPEED = 2.0f;
NpcDeathCallback npcDeathCallback_;
NpcRespawnCallback npcRespawnCallback_;
MeleeSwingCallback meleeSwingCallback_;
NpcSwingCallback npcSwingCallback_;
uint32_t localPlayerHealth_ = 0;
uint32_t localPlayerMaxHealth_ = 0;
uint32_t localPlayerLevel_ = 1;
bool playerDead_ = false;
struct NpcAggroEntry {
uint64_t guid;
float swingTimer;
};
std::vector<NpcAggroEntry> aggroList_;
void updateLocalCombat(float deltaTime);
void updateNpcAggro(float deltaTime);
void performPlayerSwing();
void performNpcSwing(uint64_t guid);
void handleNpcDeath(uint64_t guid);
void aggroNpc(uint64_t guid);
bool isNpcAggroed(uint64_t guid) const;
// ---- Single-player persistence ----
enum SinglePlayerDirty : uint32_t {
SP_DIRTY_NONE = 0,
SP_DIRTY_CHAR = 1 << 0,
SP_DIRTY_INVENTORY = 1 << 1,
SP_DIRTY_SPELLS = 1 << 2,
SP_DIRTY_ACTIONBAR = 1 << 3,
SP_DIRTY_AURAS = 1 << 4,
SP_DIRTY_QUESTS = 1 << 5,
SP_DIRTY_MONEY = 1 << 6,
SP_DIRTY_XP = 1 << 7,
SP_DIRTY_POSITION = 1 << 8,
SP_DIRTY_STATS = 1 << 9,
SP_DIRTY_SETTINGS = 1 << 10,
SP_DIRTY_ALL = 0xFFFFFFFFu
};
void markSinglePlayerDirty(uint32_t flags, bool highPriority);
void loadSinglePlayerCharacters();
void saveSinglePlayerCharacterState(bool force);
uint32_t spDirtyFlags_ = SP_DIRTY_NONE;
bool spDirtyHighPriority_ = false;
float spDirtyTimer_ = 0.0f;
float spPeriodicTimer_ = 0.0f;
float spLastDirtyX_ = 0.0f;
float spLastDirtyY_ = 0.0f;
float spLastDirtyZ_ = 0.0f;
float spLastDirtyOrientation_ = 0.0f;
std::unordered_map<uint64_t, bool> spHasState_;
std::unordered_map<uint64_t, float> spSavedOrientation_;
SinglePlayerSettings spSettings_{};
bool spSettingsLoaded_ = false;
};
} // namespace game

View file

@ -27,10 +27,6 @@ public:
*/
void setOnSuccess(std::function<void()> callback) { onSuccess = callback; }
/**
* Set callback for single-player mode
*/
void setOnSinglePlayer(std::function<void()> callback) { onSinglePlayer = callback; }
/**
* Check if authentication is in progress
@ -67,7 +63,6 @@ private:
// Callbacks
std::function<void()> onSuccess;
std::function<void()> onSinglePlayer;
/**
* Attempt authentication

View file

@ -190,9 +190,6 @@ bool Application::initialize() {
void Application::run() {
LOG_INFO("Starting main loop");
// Terrain and character are loaded via startSinglePlayer() when the user
// picks single-player mode, so nothing is preloaded here.
auto lastTime = std::chrono::high_resolution_clock::now();
while (running && !window->shouldClose()) {
@ -368,7 +365,7 @@ void Application::setState(AppState newState) {
if (renderer && renderer->getCameraController()) {
auto* cc = renderer->getCameraController();
cc->setMovementCallback([this](uint32_t opcode) {
if (gameHandler && !singlePlayerMode) {
if (gameHandler) {
gameHandler->sendMovement(static_cast<game::Opcode>(opcode));
}
});
@ -393,9 +390,7 @@ void Application::logoutToLogin() {
LOG_INFO("Logout requested");
if (gameHandler) {
gameHandler->disconnect();
gameHandler->setSinglePlayerMode(false);
}
singlePlayerMode = false;
npcsSpawned = false;
playerCharacterSpawned = false;
world.reset();
@ -448,10 +443,6 @@ void Application::update(float deltaTime) {
if (world) {
world->update(deltaTime);
}
// Spawn/update local single-player NPCs.
if (!npcsSpawned && singlePlayerMode) {
spawnNpcs();
}
// Process deferred online creature spawns (throttled)
processCreatureSpawnQueue();
if (npcManager && renderer && renderer->getCharacterRenderer()) {
@ -471,7 +462,7 @@ void Application::update(float deltaTime) {
}
// Send movement heartbeat every 500ms (keeps server position in sync)
if (gameHandler && renderer && !singlePlayerMode) {
if (gameHandler && renderer) {
movementHeartbeatTimer += deltaTime;
if (movementHeartbeatTimer >= 0.5f) {
movementHeartbeatTimer = 0.0f;
@ -534,24 +525,6 @@ void Application::setupUICallbacks() {
setState(AppState::REALM_SELECTION);
});
// Single-player mode callback — go to character creation first
uiManager->getAuthScreen().setOnSinglePlayer([this]() {
LOG_INFO("Single-player mode selected, opening character creation");
singlePlayerMode = true;
if (gameHandler) {
gameHandler->setSinglePlayerMode(true);
gameHandler->setSinglePlayerCharListReady();
}
// If characters exist, go to selection; otherwise go to creation
if (gameHandler && !gameHandler->getCharacters().empty()) {
setState(AppState::CHARACTER_SELECTION);
} else {
uiManager->getCharacterCreateScreen().reset();
uiManager->getCharacterCreateScreen().initializePreview(assetManager.get());
setState(AppState::CHARACTER_CREATION);
}
});
// Realm selection callback
uiManager->getRealmScreen().setOnRealmSelected([this](const std::string& realmName, const std::string& realmAddress) {
LOG_INFO("Realm selected: ", realmName, " (", realmAddress, ")");
@ -589,12 +562,8 @@ void Application::setupUICallbacks() {
if (gameHandler) {
gameHandler->setActiveCharacterGuid(characterGuid);
}
if (singlePlayerMode) {
startSinglePlayer();
} else {
// Online mode - login will be handled by world entry callback
setState(AppState::IN_GAME);
}
// Online mode - login will be handled by world entry callback
setState(AppState::IN_GAME);
});
// Character create screen callbacks
@ -603,24 +572,13 @@ void Application::setupUICallbacks() {
});
uiManager->getCharacterCreateScreen().setOnCancel([this]() {
if (singlePlayerMode) {
setState(AppState::AUTHENTICATION);
singlePlayerMode = false;
gameHandler->setSinglePlayerMode(false);
} else {
setState(AppState::CHARACTER_SELECTION);
}
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);
}
setState(AppState::CHARACTER_SELECTION);
} else {
uiManager->getCharacterCreateScreen().setStatus(msg, true);
}
@ -688,13 +646,7 @@ void Application::setupUICallbacks() {
// "Back" button on character screen
uiManager->getCharacterScreen().setOnBack([this]() {
if (singlePlayerMode) {
setState(AppState::AUTHENTICATION);
singlePlayerMode = false;
gameHandler->setSinglePlayerMode(false);
} else {
setState(AppState::REALM_SELECTION);
}
setState(AppState::REALM_SELECTION);
});
// "Delete Character" button on character screen
@ -709,11 +661,7 @@ void Application::setupUICallbacks() {
if (success) {
uiManager->getCharacterScreen().setStatus("Character deleted.");
// Refresh character list
if (singlePlayerMode) {
gameHandler->setSinglePlayerCharListReady();
} else {
gameHandler->requestCharacterList();
}
gameHandler->requestCharacterList();
} else {
uint8_t code = gameHandler ? gameHandler->getLastCharDeleteResult() : 0xFF;
uiManager->getCharacterScreen().setStatus(
@ -1282,472 +1230,6 @@ void Application::spawnNpcs() {
LOG_INFO("NPCs spawned for in-game session");
}
void Application::startSinglePlayer() {
LOG_INFO("Starting single-player mode...");
// Set single-player flag
singlePlayerMode = true;
// Enable single-player combat mode on game handler
if (gameHandler) {
gameHandler->setSinglePlayerMode(true);
}
// Create world object for single-player
if (!world) {
world = std::make_unique<game::World>();
LOG_INFO("Single-player world created");
}
const game::Character* activeChar = gameHandler ? gameHandler->getActiveCharacter() : nullptr;
if (!activeChar && gameHandler) {
activeChar = gameHandler->getFirstCharacter();
if (activeChar) {
gameHandler->setActiveCharacterGuid(activeChar->guid);
}
}
if (!activeChar) {
LOG_ERROR("Single-player start: no character selected");
return;
}
spRace_ = activeChar->race;
spGender_ = activeChar->gender;
spClass_ = activeChar->characterClass;
spMapId_ = activeChar->mapId;
spZoneId_ = activeChar->zoneId;
spSpawnCanonical_ = glm::vec3(activeChar->x, activeChar->y, activeChar->z);
spYawDeg_ = 0.0f;
spPitchDeg_ = -5.0f;
bool loadedState = false;
if (gameHandler) {
gameHandler->setPlayerGuid(activeChar->guid);
loadedState = gameHandler->loadSinglePlayerCharacterState(activeChar->guid);
if (loadedState) {
const auto& movement = gameHandler->getMovementInfo();
spSpawnCanonical_ = glm::vec3(movement.x, movement.y, movement.z);
spYawDeg_ = glm::degrees(movement.orientation);
spawnSnapToGround = true;
} else {
game::GameHandler::SinglePlayerCreateInfo createInfo;
bool hasCreate = gameHandler->getSinglePlayerCreateInfo(activeChar->race, activeChar->characterClass, createInfo);
if (hasCreate) {
spMapId_ = createInfo.mapId;
spZoneId_ = createInfo.zoneId;
spSpawnCanonical_ = glm::vec3(createInfo.x, createInfo.y, createInfo.z);
spYawDeg_ = glm::degrees(createInfo.orientation);
spPitchDeg_ = -5.0f;
spawnSnapToGround = true;
}
uint32_t level = std::max<uint32_t>(1, activeChar->level);
uint32_t maxHealth = 20 + level * 10;
gameHandler->initLocalPlayerStats(level, maxHealth, maxHealth);
gameHandler->applySinglePlayerStartData(activeChar->race, activeChar->characterClass);
}
}
if (gameHandler && renderer && window) {
game::GameHandler::SinglePlayerSettings settings;
bool hasSettings = gameHandler->getSinglePlayerSettings(settings);
if (!hasSettings) {
settings.fullscreen = window->isFullscreen();
settings.vsync = window->isVsyncEnabled();
settings.shadows = renderer->areShadowsEnabled();
settings.resWidth = window->getWidth();
settings.resHeight = window->getHeight();
if (auto* music = renderer->getMusicManager()) {
settings.musicVolume = music->getVolume();
}
if (auto* footstep = renderer->getFootstepManager()) {
settings.sfxVolume = static_cast<int>(footstep->getVolumeScale() * 100.0f + 0.5f);
}
if (auto* cameraController = renderer->getCameraController()) {
settings.mouseSensitivity = cameraController->getMouseSensitivity();
settings.invertMouse = cameraController->isInvertMouse();
}
gameHandler->setSinglePlayerSettings(settings);
hasSettings = true;
}
if (hasSettings) {
window->setVsync(settings.vsync);
window->setFullscreen(settings.fullscreen);
if (settings.resWidth > 0 && settings.resHeight > 0) {
window->applyResolution(settings.resWidth, settings.resHeight);
}
renderer->setShadowsEnabled(settings.shadows);
if (auto* music = renderer->getMusicManager()) {
music->setVolume(settings.musicVolume);
}
float sfxScale = static_cast<float>(settings.sfxVolume) / 100.0f;
if (auto* footstep = renderer->getFootstepManager()) {
footstep->setVolumeScale(sfxScale);
}
if (auto* activity = renderer->getActivitySoundManager()) {
activity->setVolumeScale(sfxScale);
}
if (auto* cameraController = renderer->getCameraController()) {
cameraController->setMouseSensitivity(settings.mouseSensitivity);
cameraController->setInvertMouse(settings.invertMouse);
cameraController->startIntroPan(2.8f, 140.0f);
}
}
}
// --- Loading screen ---
rendering::LoadingScreen loadingScreen;
bool loadingScreenOk = loadingScreen.initialize();
// Helper: poll events (resize/quit), update progress bar, swap buffers
auto showProgress = [&](const char* msg, float progress) {
// Poll SDL events so resizing and quit work during loading
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
window->setShouldClose(true);
loadingScreen.shutdown();
return;
}
if (event.type == SDL_WINDOWEVENT &&
event.window.event == SDL_WINDOWEVENT_RESIZED) {
int w = event.window.data1;
int h = event.window.data2;
window->setSize(w, h);
glViewport(0, 0, w, h);
if (renderer && renderer->getCamera()) {
renderer->getCamera()->setAspectRatio(static_cast<float>(w) / h);
}
}
}
if (!loadingScreenOk) return;
loadingScreen.setStatus(msg);
loadingScreen.setProgress(progress);
loadingScreen.render();
window->swapBuffers();
};
showProgress("Preparing world...", 0.0f);
const SpawnPreset* spawnPreset = selectSpawnPreset(std::getenv("WOW_SPAWN"));
// Canonical WoW coords: +X=North, +Y=West, +Z=Up
glm::vec3 spawnCanonical = spawnPreset ? spawnPreset->spawnCanonical : spSpawnCanonical_;
std::string mapName = spawnPreset ? spawnPreset->mapName : mapIdToName(spMapId_);
float spawnYaw = spawnPreset ? spawnPreset->yawDeg : spYawDeg_;
float spawnPitch = spawnPreset ? spawnPreset->pitchDeg : spPitchDeg_;
spawnSnapToGround = spawnPreset ? spawnPreset->snapToGround : spawnSnapToGround;
if (auto envSpawnPos = parseVec3Csv(std::getenv("WOW_SPAWN_POS"))) {
spawnCanonical = *envSpawnPos;
LOG_INFO("Using WOW_SPAWN_POS override (canonical WoW X,Y,Z): (",
spawnCanonical.x, ", ", spawnCanonical.y, ", ", spawnCanonical.z, ")");
}
if (auto envSpawnRot = parseYawPitchCsv(std::getenv("WOW_SPAWN_ROT"))) {
spawnYaw = envSpawnRot->first;
spawnPitch = envSpawnRot->second;
LOG_INFO("Using WOW_SPAWN_ROT override: yaw=", spawnYaw, " pitch=", spawnPitch);
}
// Convert canonical WoW → engine rendering coordinates (swap X/Y)
glm::vec3 spawnRender = core::coords::canonicalToRender(spawnCanonical);
if (renderer && renderer->getCameraController()) {
renderer->getCameraController()->setDefaultSpawn(spawnRender, spawnYaw, spawnPitch);
}
if (gameHandler && !loadedState) {
gameHandler->setPosition(spawnCanonical.x, spawnCanonical.y, spawnCanonical.z);
gameHandler->setOrientation(glm::radians(spawnYaw - 90.0f));
gameHandler->flushSinglePlayerSave();
}
if (spawnPreset) {
LOG_INFO("Single-player spawn preset: ", spawnPreset->label,
" canonical=(",
spawnCanonical.x, ", ", spawnCanonical.y, ", ", spawnCanonical.z,
") (set WOW_SPAWN to change)");
LOG_INFO("Optional spawn overrides (canonical WoW X,Y,Z): WOW_SPAWN_POS=x,y,z WOW_SPAWN_ROT=yaw,pitch");
}
showProgress("Loading character model...", 0.05f);
// Spawn player character (loads M2 model, skin, textures, animations, weapons)
spawnPlayerCharacter();
showProgress("Loading terrain...", 0.25f);
// Set map name for zone-specific floor cache
if (renderer->getWMORenderer()) {
renderer->getWMORenderer()->setMapName(mapName);
}
// Try to load test terrain if WOW_DATA_PATH is set
bool terrainOk = false;
if (renderer && assetManager && assetManager->isInitialized()) {
// Compute ADT path from canonical spawn coordinates
auto [tileX, tileY] = core::coords::canonicalToTile(spawnCanonical.x, spawnCanonical.y);
std::string adtPath = "World\\Maps\\" + mapName + "\\" + mapName + "_" +
std::to_string(tileX) + "_" + std::to_string(tileY) + ".adt";
LOG_INFO("Initial ADT tile [", tileX, ",", tileY, "] from canonical position");
terrainOk = renderer->loadTestTerrain(assetManager.get(), adtPath);
if (!terrainOk) {
LOG_WARNING("Could not load test terrain - atmospheric rendering only");
}
}
showProgress("Streaming terrain tiles...", 0.40f);
// Wait for surrounding terrain tiles to stream in
if (terrainOk && renderer->getTerrainManager() && renderer->getCamera()) {
auto* terrainMgr = renderer->getTerrainManager();
auto* camera = renderer->getCamera();
// First update with large dt to trigger streamTiles() immediately
terrainMgr->update(*camera, 1.0f);
auto startTime = std::chrono::high_resolution_clock::now();
const float maxWaitSeconds = 15.0f;
int initialRemaining = terrainMgr->getRemainingTileCount();
while (terrainMgr->getRemainingTileCount() > 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;
}
if (event.type == SDL_WINDOWEVENT &&
event.window.event == SDL_WINDOWEVENT_RESIZED) {
int w = event.window.data1;
int h = event.window.data2;
window->setSize(w, h);
glViewport(0, 0, w, h);
if (renderer && renderer->getCamera()) {
renderer->getCamera()->setAspectRatio(static_cast<float>(w) / h);
}
}
}
// Process ready tiles from worker threads
terrainMgr->update(*camera, 0.016f);
terrainMgr->processAllReadyTiles();
// Update loading screen with tile progress (40% - 85% range)
if (loadingScreenOk) {
int loaded = terrainMgr->getLoadedTileCount();
int remaining = terrainMgr->getRemainingTileCount();
float tileProgress = (initialRemaining > 0)
? static_cast<float>(initialRemaining - remaining) / initialRemaining
: 1.0f;
float progress = 0.40f + tileProgress * 0.45f;
char buf[128];
snprintf(buf, sizeof(buf), "Loading terrain... %d tiles loaded, %d remaining",
loaded, remaining);
loadingScreen.setStatus(buf);
loadingScreen.setProgress(progress);
loadingScreen.render();
window->swapBuffers();
}
// Timeout safety
auto elapsed = std::chrono::high_resolution_clock::now() - startTime;
if (std::chrono::duration<float>(elapsed).count() > maxWaitSeconds) {
LOG_WARNING("Terrain streaming timeout after ", maxWaitSeconds, "s");
break;
}
SDL_Delay(16); // ~60fps cap for loading screen
}
LOG_INFO("Terrain streaming complete: ", terrainMgr->getLoadedTileCount(), " tiles loaded");
showProgress("Building collision cache...", 0.88f);
// Load zone-specific floor cache, or precompute if none exists
if (renderer->getWMORenderer()) {
renderer->getWMORenderer()->loadFloorCache();
if (renderer->getWMORenderer()->getFloorCacheSize() == 0) {
renderer->getWMORenderer()->precomputeFloorCache();
}
}
// Re-snap camera to ground now that all surrounding tiles are loaded
// (the initial reset inside loadTestTerrain only had 1 tile).
if (spawnSnapToGround && renderer->getCameraController()) {
renderer->getCameraController()->reset();
}
}
showProgress("Entering world...", 0.95f);
// Final camera reset: now that follow target exists and terrain is loaded,
// snap the third-person camera into the correct orbit position.
if (spawnSnapToGround && renderer && renderer->getCameraController()) {
renderer->getCameraController()->reset();
renderer->getCameraController()->startIntroPan(2.8f, 140.0f);
}
showProgress("Entering world...", 1.0f);
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();
camCtrl->startIntroPan(2.8f, 140.0f);
});
}
// Go directly to game
setState(AppState::IN_GAME);
// Emulate server MOTD in single-player (after entering game)
if (gameHandler) {
std::vector<std::string> motdLines;
if (const char* motdEnv = std::getenv("WOW_SP_MOTD")) {
std::string raw = motdEnv;
size_t start = 0;
while (start <= raw.size()) {
size_t pos = raw.find('|', start);
if (pos == std::string::npos) pos = raw.size();
std::string line = raw.substr(start, pos - start);
if (!line.empty()) motdLines.push_back(line);
start = pos + 1;
if (pos == raw.size()) break;
}
}
if (motdLines.empty()) {
motdLines.push_back("Wowee Single Player");
}
gameHandler->simulateMotd(motdLines);
}
LOG_INFO("Single-player mode started - press F1 for performance HUD");
}
void Application::teleportTo(int presetIndex) {
// Guard: only in single-player + IN_GAME state
if (!singlePlayerMode || state != AppState::IN_GAME) return;
if (presetIndex < 0 || presetIndex >= SPAWN_PRESET_COUNT) return;
const auto& preset = SPAWN_PRESETS[presetIndex];
LOG_INFO("Teleporting to: ", preset.label);
spawnSnapToGround = preset.snapToGround;
// Convert canonical WoW → engine rendering coordinates (swap X/Y)
glm::vec3 spawnRender = core::coords::canonicalToRender(preset.spawnCanonical);
// Update camera default spawn
if (renderer && renderer->getCameraController()) {
renderer->getCameraController()->setDefaultSpawn(spawnRender, preset.yawDeg, preset.pitchDeg);
}
// Save current map's floor cache before unloading
if (renderer && renderer->getWMORenderer()) {
auto* wmo = renderer->getWMORenderer();
if (wmo->getFloorCacheSize() > 0) {
wmo->saveFloorCache();
}
}
// Unload all current terrain
if (renderer && renderer->getTerrainManager()) {
renderer->getTerrainManager()->unloadAll();
}
// Compute ADT path from canonical spawn coordinates
auto [tileX, tileY] = core::coords::canonicalToTile(preset.spawnCanonical.x, preset.spawnCanonical.y);
std::string mapName = preset.mapName;
std::string adtPath = "World\\Maps\\" + mapName + "\\" + mapName + "_" +
std::to_string(tileX) + "_" + std::to_string(tileY) + ".adt";
LOG_INFO("Teleport ADT tile [", tileX, ",", tileY, "]");
// Set map name on terrain manager and WMO renderer
if (renderer && renderer->getTerrainManager()) {
renderer->getTerrainManager()->setMapName(mapName);
}
if (renderer && renderer->getWMORenderer()) {
renderer->getWMORenderer()->setMapName(mapName);
}
// Load the initial tile
bool terrainOk = false;
if (renderer && assetManager && assetManager->isInitialized()) {
terrainOk = renderer->loadTestTerrain(assetManager.get(), adtPath);
}
// Stream surrounding tiles
if (terrainOk && renderer->getTerrainManager() && renderer->getCamera()) {
auto* terrainMgr = renderer->getTerrainManager();
auto* camera = renderer->getCamera();
terrainMgr->update(*camera, 1.0f);
auto startTime = std::chrono::high_resolution_clock::now();
const float maxWaitSeconds = 8.0f;
while (terrainMgr->getRemainingTileCount() > 0) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
window->setShouldClose(true);
return;
}
}
terrainMgr->update(*camera, 0.016f);
terrainMgr->processAllReadyTiles();
auto elapsed = std::chrono::high_resolution_clock::now() - startTime;
if (std::chrono::duration<float>(elapsed).count() > maxWaitSeconds) {
LOG_WARNING("Teleport terrain streaming timeout after ", maxWaitSeconds, "s");
break;
}
SDL_Delay(16);
}
LOG_INFO("Teleport terrain streaming complete: ", terrainMgr->getLoadedTileCount(), " tiles loaded");
// Load zone-specific floor cache, or precompute if none exists
if (renderer->getWMORenderer()) {
renderer->getWMORenderer()->loadFloorCache();
if (renderer->getWMORenderer()->getFloorCacheSize() == 0) {
renderer->getWMORenderer()->precomputeFloorCache();
}
}
}
// Floor-snapping presets use camera reset. WMO-floor presets keep explicit Z.
if (spawnSnapToGround && renderer && renderer->getCameraController()) {
renderer->getCameraController()->reset();
renderer->getCameraController()->startIntroPan(2.8f, 140.0f);
}
if (!spawnSnapToGround && renderer) {
renderer->getCharacterPosition() = spawnRender;
}
// Sync final character position to game handler
if (renderer && gameHandler) {
glm::vec3 finalRender = renderer->getCharacterPosition();
glm::vec3 finalCanonical = core::coords::renderToCanonical(finalRender);
gameHandler->setPosition(finalCanonical.x, finalCanonical.y, finalCanonical.z);
}
// Rebuild nearby NPC set for the new location.
if (singlePlayerMode && gameHandler && renderer && renderer->getCharacterRenderer()) {
if (npcManager) {
npcManager->clear(renderer->getCharacterRenderer(), &gameHandler->getEntityManager());
}
npcsSpawned = false;
spawnNpcs();
}
LOG_INFO("Teleport to ", preset.label, " complete");
}
void Application::buildFactionHostilityMap(uint8_t playerRace) {
if (!assetManager || !assetManager->isInitialized() || !gameHandler) return;

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

View file

@ -214,21 +214,6 @@ void AuthScreen::render(auth::AuthHandler& authHandler) {
ImGui::Separator();
ImGui::Spacing();
// Single-player mode button
ImGui::TextColored(ImVec4(0.5f, 0.8f, 1.0f, 1.0f), "Single-Player Mode");
ImGui::TextWrapped("Skip server connection and play offline with local rendering.");
if (ImGui::Button("Start Single Player", ImVec2(240, 30))) {
// Call single-player callback
if (onSinglePlayer) {
onSinglePlayer();
}
}
ImGui::Spacing();
ImGui::Separator();
ImGui::Spacing();
// Info text
ImGui::TextWrapped("Enter your account credentials to connect to the authentication server.");
ImGui::TextWrapped("Default port is 3724.");

View file

@ -154,10 +154,8 @@ void CharacterScreen::render(game::GameHandler& gameHandler) {
ss << "Entering world with " << character.name << "...";
setStatus(ss.str());
// Only send CMSG_PLAYER_LOGIN in online mode
if (!gameHandler.isSinglePlayerMode()) {
gameHandler.selectCharacter(character.guid);
}
// Send CMSG_PLAYER_LOGIN to server
gameHandler.selectCharacter(character.guid);
// Call callback
if (onCharacterSelected) {

View file

@ -673,15 +673,8 @@ void GameScreen::processTargetInput(game::GameHandler& gameHandler) {
auto unit = std::static_pointer_cast<game::Unit>(target);
if (unit->getHealth() == 0 && unit->getMaxHealth() > 0) {
gameHandler.lootTarget(target->getGuid());
} else if (gameHandler.isSinglePlayerMode()) {
// Single-player: interact with friendly NPCs, otherwise attack
if (!unit->isHostile() && unit->isInteractable()) {
gameHandler.interactWithNpc(target->getGuid());
} else {
gameHandler.startAutoAttack(target->getGuid());
}
} else {
// Online mode: interact with friendly NPCs, otherwise attack
// Interact with friendly NPCs, otherwise attack
if (!unit->isHostile() && unit->isInteractable()) {
gameHandler.interactWithNpc(target->getGuid());
} else {
@ -761,12 +754,6 @@ void GameScreen::renderPlayerFrame(game::GameHandler& gameHandler) {
}
}
// Override with local player stats in single-player mode
if (gameHandler.isSinglePlayerMode() && gameHandler.getLocalPlayerMaxHealth() > 0) {
playerHp = gameHandler.getLocalPlayerHealth();
playerMaxHp = gameHandler.getLocalPlayerMaxHealth();
}
// Health bar
float pct = static_cast<float>(playerHp) / static_cast<float>(playerMaxHp);
ImVec4 hpColor = isDead ? ImVec4(0.5f, 0.5f, 0.5f, 1.0f) : ImVec4(0.2f, 0.8f, 0.2f, 1.0f);
@ -2789,27 +2776,6 @@ void GameScreen::renderSettingsWindow() {
break;
}
}
if (auto* gameHandler = core::Application::getInstance().getGameHandler()) {
if (gameHandler->isSinglePlayerMode()) {
game::GameHandler::SinglePlayerSettings spSettings;
if (gameHandler->getSinglePlayerSettings(spSettings)) {
pendingFullscreen = spSettings.fullscreen;
pendingVsync = spSettings.vsync;
pendingShadows = spSettings.shadows;
pendingMusicVolume = spSettings.musicVolume;
pendingSfxVolume = spSettings.sfxVolume;
pendingMouseSensitivity = spSettings.mouseSensitivity;
pendingInvertMouse = spSettings.invertMouse;
for (int i = 0; i < kResCount; i++) {
if (kResolutions[i][0] == spSettings.resWidth &&
kResolutions[i][1] == spSettings.resHeight) {
pendingResIndex = i;
break;
}
}
}
}
}
pendingUiOpacity = static_cast<int>(uiOpacity_ * 100.0f + 0.5f);
settingsInit = true;
}
@ -2909,21 +2875,6 @@ void GameScreen::renderSettingsWindow() {
cameraController->setInvertMouse(pendingInvertMouse);
}
}
if (auto* gameHandler = core::Application::getInstance().getGameHandler()) {
if (gameHandler->isSinglePlayerMode()) {
game::GameHandler::SinglePlayerSettings spSettings;
spSettings.fullscreen = pendingFullscreen;
spSettings.vsync = pendingVsync;
spSettings.shadows = pendingShadows;
spSettings.resWidth = kResolutions[pendingResIndex][0];
spSettings.resHeight = kResolutions[pendingResIndex][1];
spSettings.musicVolume = pendingMusicVolume;
spSettings.sfxVolume = pendingSfxVolume;
spSettings.mouseSensitivity = pendingMouseSensitivity;
spSettings.invertMouse = pendingInvertMouse;
gameHandler->setSinglePlayerSettings(spSettings);
}
}
}
ImGui::Spacing();
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(10.0f, 10.0f));

View file

@ -371,8 +371,7 @@ void InventoryScreen::pickupFromEquipment(game::Inventory& inv, game::EquipSlot
void InventoryScreen::placeInBackpack(game::Inventory& inv, int index) {
if (!holdingItem) return;
if (gameHandler_ && !gameHandler_->isSinglePlayerMode() &&
heldSource == HeldSource::EQUIPMENT) {
if (gameHandler_ && heldSource == HeldSource::EQUIPMENT) {
// Online mode: avoid client-side unequip; wait for server update.
cancelPickup(inv);
return;
@ -394,7 +393,7 @@ void InventoryScreen::placeInBackpack(game::Inventory& inv, int index) {
void InventoryScreen::placeInEquipment(game::Inventory& inv, game::EquipSlot slot) {
if (!holdingItem) return;
if (gameHandler_ && !gameHandler_->isSinglePlayerMode()) {
if (gameHandler_) {
if (heldSource == HeldSource::BACKPACK && heldBackpackIndex >= 0) {
// Online mode: request server auto-equip and keep local state intact.
gameHandler_->autoEquipItemBySlot(heldBackpackIndex);
@ -1101,7 +1100,7 @@ void InventoryScreen::renderItemSlot(game::Inventory& inventory, const game::Ite
inventoryDirty = true;
}
} else if (kind == SlotKind::BACKPACK && backpackIndex >= 0) {
if (gameHandler_ && !gameHandler_->isSinglePlayerMode()) {
if (gameHandler_) {
if (item.inventoryType > 0) {
// Auto-equip (online)
gameHandler_->autoEquipItemBySlot(backpackIndex);
@ -1109,36 +1108,6 @@ void InventoryScreen::renderItemSlot(game::Inventory& inventory, const game::Ite
// Use consumable (online)
gameHandler_->useItemBySlot(backpackIndex);
}
} else if (item.inventoryType > 0 || item.armor > 0 ||
!item.subclassName.empty()) {
// Auto-equip (single-player)
uint8_t equippingType = item.inventoryType;
game::EquipSlot targetSlot = getEquipSlotForType(equippingType, inventory);
if (targetSlot != game::EquipSlot::NUM_SLOTS) {
const auto& eqSlot = inventory.getEquipSlot(targetSlot);
if (eqSlot.empty()) {
inventory.setEquipSlot(targetSlot, item);
inventory.clearBackpackSlot(backpackIndex);
} else {
game::ItemDef equippedItem = eqSlot.item;
inventory.setEquipSlot(targetSlot, item);
inventory.setBackpackSlot(backpackIndex, equippedItem);
}
if (targetSlot == game::EquipSlot::MAIN_HAND && equippingType == 17) {
const auto& offHand = inventory.getEquipSlot(game::EquipSlot::OFF_HAND);
if (!offHand.empty()) {
inventory.addItem(offHand.item);
inventory.clearEquipSlot(game::EquipSlot::OFF_HAND);
}
}
if (targetSlot == game::EquipSlot::OFF_HAND &&
inventory.getEquipSlot(game::EquipSlot::MAIN_HAND).item.inventoryType == 17) {
inventory.addItem(inventory.getEquipSlot(game::EquipSlot::MAIN_HAND).item);
inventory.clearEquipSlot(game::EquipSlot::MAIN_HAND);
}
equipmentDirty = true;
inventoryDirty = true;
}
}
}
}