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

@ -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;