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chore(application): extract entity spawner + composer, apply app and UI updates
- add include/core/appearance_composer.hpp + src/core/appearance_composer.cpp - update include/core/application.hpp + src/core/application.cpp - update src/ui/game_screen.cpp - adjust CMakeLists.txt and README.md for new composer module
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7 changed files with 544 additions and 375 deletions
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@ -3,6 +3,7 @@
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#include "core/window.hpp"
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#include "core/input.hpp"
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#include "core/entity_spawner.hpp"
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#include "core/appearance_composer.hpp"
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#include "game/character.hpp"
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#include "game/game_services.hpp"
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#include "pipeline/blp_loader.hpp"
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@ -73,9 +74,7 @@ public:
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// Singleton access
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static Application& getInstance() { return *instance; }
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// Weapon loading (called at spawn and on equipment change)
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void loadEquippedWeapons();
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bool loadWeaponM2(const std::string& m2Path, pipeline::M2Model& outModel);
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// Logout to login screen
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void logoutToLogin();
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@ -85,23 +84,25 @@ public:
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bool getRenderFootZForGuid(uint64_t guid, float& outFootZ) const;
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bool getRenderPositionForGuid(uint64_t guid, glm::vec3& outPos) const;
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// Character skin composite state (saved at spawn for re-compositing on equipment change)
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const std::string& getBodySkinPath() const { return bodySkinPath_; }
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const std::vector<std::string>& getUnderwearPaths() const { return underwearPaths_; }
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uint32_t getSkinTextureSlotIndex() const { return skinTextureSlotIndex_; }
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uint32_t getCloakTextureSlotIndex() const { return cloakTextureSlotIndex_; }
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// Character skin composite state — delegated to AppearanceComposer
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const std::string& getBodySkinPath() const { return appearanceComposer_ ? appearanceComposer_->getBodySkinPath() : emptyString_; }
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const std::vector<std::string>& getUnderwearPaths() const { return appearanceComposer_ ? appearanceComposer_->getUnderwearPaths() : emptyStringVec_; }
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uint32_t getSkinTextureSlotIndex() const { return appearanceComposer_ ? appearanceComposer_->getSkinTextureSlotIndex() : 0; }
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uint32_t getCloakTextureSlotIndex() const { return appearanceComposer_ ? appearanceComposer_->getCloakTextureSlotIndex() : 0; }
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uint32_t getGryphonDisplayId() const { return entitySpawner_ ? entitySpawner_->getGryphonDisplayId() : 0; }
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uint32_t getWyvernDisplayId() const { return entitySpawner_ ? entitySpawner_->getWyvernDisplayId() : 0; }
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// Entity spawner access
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EntitySpawner* getEntitySpawner() { return entitySpawner_.get(); }
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// Appearance composer access
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AppearanceComposer* getAppearanceComposer() { return appearanceComposer_.get(); }
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private:
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void update(float deltaTime);
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void render();
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void setupUICallbacks();
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void spawnPlayerCharacter();
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std::string getPlayerModelPath() const;
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static const char* mapIdToName(uint32_t mapId);
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static const char* mapDisplayName(uint32_t mapId);
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void loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float z);
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@ -123,6 +124,7 @@ private:
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std::unique_ptr<game::ExpansionRegistry> expansionRegistry_;
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std::unique_ptr<pipeline::DBCLayout> dbcLayout_;
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std::unique_ptr<EntitySpawner> entitySpawner_;
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std::unique_ptr<AppearanceComposer> appearanceComposer_;
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AppState state = AppState::AUTHENTICATION;
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bool running = false;
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@ -140,11 +142,9 @@ private:
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uint32_t spawnedAppearanceBytes_ = 0;
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uint8_t spawnedFacialFeatures_ = 0;
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// Saved at spawn for skin re-compositing
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std::string bodySkinPath_;
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std::vector<std::string> underwearPaths_;
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uint32_t skinTextureSlotIndex_ = 0;
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uint32_t cloakTextureSlotIndex_ = 0;
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// Static empty values for null-safe delegation
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static inline const std::string emptyString_;
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static inline const std::vector<std::string> emptyStringVec_;
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bool lastTaxiFlight_ = false;
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uint32_t loadedMapId_ = 0xFFFFFFFF; // Map ID of currently loaded terrain (0xFFFFFFFF = none)
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@ -174,7 +174,6 @@ private:
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glm::vec3 chargeEndPos_{0.0f}; // Render coordinates
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uint64_t chargeTargetGuid_ = 0;
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bool weaponsSheathed_ = false;
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bool wasAutoAttacking_ = false;
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bool mapNameCacheLoaded_ = false;
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std::unordered_map<uint32_t, std::string> mapNameById_;
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