mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-04-14 00:23:50 +00:00
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
This commit is contained in:
parent
b10a2c28d6
commit
afeaa13562
7 changed files with 544 additions and 375 deletions
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@ -84,19 +84,6 @@ bool envFlagEnabled(const char* key, bool defaultValue = false) {
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raw[0] == 'n' || raw[0] == 'N');
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}
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// Default (bare) geoset IDs per equipment group.
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// Each group's base is groupNumber * 100; variant 01 is typically bare/default.
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constexpr uint16_t kGeosetDefaultConnector = 101; // Group 1: default hair connector
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constexpr uint16_t kGeosetBareForearms = 401; // Group 4: no gloves
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constexpr uint16_t kGeosetBareShins = 503; // Group 5: no boots
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constexpr uint16_t kGeosetDefaultEars = 702; // Group 7: ears
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constexpr uint16_t kGeosetBareSleeves = 801; // Group 8: no chest armor sleeves
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constexpr uint16_t kGeosetDefaultKneepads = 902; // Group 9: kneepads
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constexpr uint16_t kGeosetDefaultTabard = 1201; // Group 12: tabard base
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constexpr uint16_t kGeosetBarePants = 1301; // Group 13: no leggings
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constexpr uint16_t kGeosetNoCape = 1501; // Group 15: no cape
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constexpr uint16_t kGeosetWithCape = 1502; // Group 15: with cape
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constexpr uint16_t kGeosetBareFeet = 2002; // Group 20: bare feet
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} // namespace
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@ -204,10 +191,6 @@ const char* Application::mapIdToName(uint32_t mapId) {
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}
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}
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std::string Application::getPlayerModelPath() const {
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return game::getPlayerModelPath(playerRace_, playerGender_);
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}
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Application* Application::instance = nullptr;
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@ -342,6 +325,10 @@ bool Application::initialize() {
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dbcLayout_.get(), &gameServices_);
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entitySpawner_->initialize();
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appearanceComposer_ = std::make_unique<AppearanceComposer>(
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renderer.get(), assetManager.get(), gameHandler.get(),
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dbcLayout_.get(), entitySpawner_.get());
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// Ensure the main in-world CharacterRenderer can load textures immediately.
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// Previously this was only wired during terrain initialization, which meant early spawns
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// (before terrain load) would render with white fallback textures (notably hair).
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@ -970,7 +957,7 @@ void Application::setState(AppState newState) {
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npcsSpawned = false;
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playerCharacterSpawned = false;
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addonsLoaded_ = false;
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weaponsSheathed_ = false;
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if (appearanceComposer_) appearanceComposer_->setWeaponsSheathed(false);
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wasAutoAttacking_ = false;
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loadedMapId_ = 0xFFFFFFFF;
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spawnedPlayerGuid_ = 0;
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@ -1105,7 +1092,7 @@ void Application::logoutToLogin() {
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// --- Per-session flags ---
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npcsSpawned = false;
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playerCharacterSpawned = false;
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weaponsSheathed_ = false;
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if (appearanceComposer_) appearanceComposer_->setWeaponsSheathed(false);
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wasAutoAttacking_ = false;
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loadedMapId_ = 0xFFFFFFFF;
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lastTaxiFlight_ = false;
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@ -1241,9 +1228,9 @@ void Application::update(float deltaTime) {
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updateCheckpoint = "in_game: auto-unsheathe";
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if (gameHandler) {
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const bool autoAttacking = gameHandler->isAutoAttacking();
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if (autoAttacking && !wasAutoAttacking_ && weaponsSheathed_) {
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weaponsSheathed_ = false;
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loadEquippedWeapons();
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if (autoAttacking && !wasAutoAttacking_ && appearanceComposer_ && appearanceComposer_->isWeaponsSheathed()) {
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appearanceComposer_->setWeaponsSheathed(false);
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appearanceComposer_->loadEquippedWeapons();
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}
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wasAutoAttacking_ = autoAttacking;
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}
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@ -1254,9 +1241,9 @@ void Application::update(float deltaTime) {
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{
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const bool uiWantsKeyboard = ImGui::GetIO().WantCaptureKeyboard;
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auto& input = Input::getInstance();
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if (!uiWantsKeyboard && input.isKeyJustPressed(SDL_SCANCODE_Z)) {
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weaponsSheathed_ = !weaponsSheathed_;
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loadEquippedWeapons();
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if (!uiWantsKeyboard && input.isKeyJustPressed(SDL_SCANCODE_Z) && appearanceComposer_) {
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appearanceComposer_->toggleWeaponsSheathed();
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appearanceComposer_->loadEquippedWeapons();
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}
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}
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@ -3606,7 +3593,7 @@ void Application::spawnPlayerCharacter() {
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auto* charRenderer = renderer->getCharacterRenderer();
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auto* camera = renderer->getCamera();
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bool loaded = false;
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std::string m2Path = getPlayerModelPath();
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std::string m2Path = appearanceComposer_->getPlayerModelPath(playerRace_, playerGender_);
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std::string modelDir;
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std::string baseName;
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{
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@ -3643,144 +3630,18 @@ void Application::spawnPlayerCharacter() {
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LOG_INFO(" Texture ", ti, ": type=", tex.type, " name='", tex.filename, "'");
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}
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// Look up textures from CharSections.dbc for all races
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// Resolve textures from CharSections.dbc via AppearanceComposer
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PlayerTextureInfo texInfo;
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bool useCharSections = true;
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uint32_t targetRaceId = static_cast<uint32_t>(playerRace_);
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uint32_t targetSexId = (playerGender_ == game::Gender::FEMALE) ? 1u : 0u;
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// Race name for fallback texture paths
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const char* raceFolderName = "Human";
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switch (playerRace_) {
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case game::Race::HUMAN: raceFolderName = "Human"; break;
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case game::Race::ORC: raceFolderName = "Orc"; break;
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case game::Race::DWARF: raceFolderName = "Dwarf"; break;
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case game::Race::NIGHT_ELF: raceFolderName = "NightElf"; break;
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case game::Race::UNDEAD: raceFolderName = "Scourge"; break;
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case game::Race::TAUREN: raceFolderName = "Tauren"; break;
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case game::Race::GNOME: raceFolderName = "Gnome"; break;
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case game::Race::TROLL: raceFolderName = "Troll"; break;
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case game::Race::BLOOD_ELF: raceFolderName = "BloodElf"; break;
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case game::Race::DRAENEI: raceFolderName = "Draenei"; break;
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default: break;
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}
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const char* genderFolder = (playerGender_ == game::Gender::FEMALE) ? "Female" : "Male";
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std::string raceGender = std::string(raceFolderName) + genderFolder;
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std::string bodySkinPath = std::string("Character\\") + raceFolderName + "\\" + genderFolder + "\\" + raceGender + "Skin00_00.blp";
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std::string pelvisPath = std::string("Character\\") + raceFolderName + "\\" + genderFolder + "\\" + raceGender + "NakedPelvisSkin00_00.blp";
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std::string faceLowerTexturePath;
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std::string faceUpperTexturePath;
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std::vector<std::string> underwearPaths;
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// Extract appearance bytes for texture lookups
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uint8_t charSkinId = 0, charFaceId = 0, charHairStyleId = 0, charHairColorId = 0;
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if (gameHandler) {
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const game::Character* activeChar = gameHandler->getActiveCharacter();
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if (activeChar) {
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charSkinId = activeChar->appearanceBytes & 0xFF;
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charFaceId = (activeChar->appearanceBytes >> 8) & 0xFF;
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charHairStyleId = (activeChar->appearanceBytes >> 16) & 0xFF;
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charHairColorId = (activeChar->appearanceBytes >> 24) & 0xFF;
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LOG_INFO("Appearance: skin=", static_cast<int>(charSkinId), " face=", static_cast<int>(charFaceId),
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" hairStyle=", static_cast<int>(charHairStyleId), " hairColor=", static_cast<int>(charHairColorId));
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}
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}
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std::string hairTexturePath;
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if (useCharSections) {
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auto charSectionsDbc = assetManager->loadDBC("CharSections.dbc");
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if (charSectionsDbc) {
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LOG_INFO("CharSections.dbc loaded: ", charSectionsDbc->getRecordCount(), " records");
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const auto* csL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CharSections") : nullptr;
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auto csF = pipeline::detectCharSectionsFields(charSectionsDbc.get(), csL);
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bool foundSkin = false;
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bool foundUnderwear = false;
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bool foundFaceLower = false;
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bool foundHair = false;
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for (uint32_t r = 0; r < charSectionsDbc->getRecordCount(); r++) {
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uint32_t raceId = charSectionsDbc->getUInt32(r, csF.raceId);
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uint32_t sexId = charSectionsDbc->getUInt32(r, csF.sexId);
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uint32_t baseSection = charSectionsDbc->getUInt32(r, csF.baseSection);
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uint32_t variationIndex = charSectionsDbc->getUInt32(r, csF.variationIndex);
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uint32_t colorIndex = charSectionsDbc->getUInt32(r, csF.colorIndex);
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if (raceId != targetRaceId || sexId != targetSexId) continue;
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// Section 0 = skin: match by colorIndex = skin byte
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if (baseSection == 0 && !foundSkin && colorIndex == charSkinId) {
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std::string tex1 = charSectionsDbc->getString(r, csF.texture1);
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if (!tex1.empty()) {
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bodySkinPath = tex1;
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foundSkin = true;
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LOG_INFO(" DBC body skin: ", bodySkinPath, " (skin=", static_cast<int>(charSkinId), ")");
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}
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}
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// Section 3 = hair: match variation=hairStyle, color=hairColor
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else if (baseSection == 3 && !foundHair &&
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variationIndex == charHairStyleId && colorIndex == charHairColorId) {
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hairTexturePath = charSectionsDbc->getString(r, csF.texture1);
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if (!hairTexturePath.empty()) {
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foundHair = true;
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LOG_INFO(" DBC hair texture: ", hairTexturePath,
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" (style=", static_cast<int>(charHairStyleId), " color=", static_cast<int>(charHairColorId), ")");
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}
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}
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// Section 1 = face: match variation=faceId, colorIndex=skinId
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// Texture1 = face lower, Texture2 = face upper
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else if (baseSection == 1 && !foundFaceLower &&
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variationIndex == charFaceId && colorIndex == charSkinId) {
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std::string tex1 = charSectionsDbc->getString(r, csF.texture1);
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std::string tex2 = charSectionsDbc->getString(r, csF.texture2);
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if (!tex1.empty()) {
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faceLowerTexturePath = tex1;
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LOG_INFO(" DBC face lower: ", faceLowerTexturePath);
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}
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if (!tex2.empty()) {
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faceUpperTexturePath = tex2;
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LOG_INFO(" DBC face upper: ", faceUpperTexturePath);
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}
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foundFaceLower = true;
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}
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// Section 4 = underwear
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else if (baseSection == 4 && !foundUnderwear && colorIndex == charSkinId) {
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for (uint32_t f = csF.texture1; f <= csF.texture1 + 2; f++) {
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std::string tex = charSectionsDbc->getString(r, f);
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if (!tex.empty()) {
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underwearPaths.push_back(tex);
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LOG_INFO(" DBC underwear texture: ", tex);
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}
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}
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foundUnderwear = true;
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}
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if (foundSkin && foundHair && foundFaceLower && foundUnderwear) break;
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}
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if (!foundHair) {
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LOG_WARNING("No DBC hair match for style=", static_cast<int>(charHairStyleId),
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" color=", static_cast<int>(charHairColorId),
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" race=", targetRaceId, " sex=", targetSexId);
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}
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} else {
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LOG_WARNING("Failed to load CharSections.dbc, using hardcoded textures");
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}
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for (auto& tex : model.textures) {
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if (tex.type == 1 && tex.filename.empty()) {
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tex.filename = bodySkinPath;
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} else if (tex.type == 6) {
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if (!hairTexturePath.empty()) {
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tex.filename = hairTexturePath;
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} else if (tex.filename.empty()) {
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tex.filename = std::string("Character\\") + raceFolderName + "\\Hair00_00.blp";
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}
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} else if (tex.type == 8 && tex.filename.empty()) {
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if (!underwearPaths.empty()) {
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tex.filename = underwearPaths[0];
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} else {
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tex.filename = pelvisPath;
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}
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if (appearanceComposer_) {
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uint32_t appearanceBytes = 0;
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if (gameHandler) {
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const game::Character* activeChar = gameHandler->getActiveCharacter();
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if (activeChar) {
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appearanceBytes = activeChar->appearanceBytes;
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}
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}
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texInfo = appearanceComposer_->resolvePlayerTextures(model, playerRace_, playerGender_, appearanceBytes);
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}
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// Load external .anim files for sequences with external data.
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@ -3806,62 +3667,9 @@ void Application::spawnPlayerCharacter() {
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charRenderer->loadModel(model, 1);
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if (useCharSections) {
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// Save skin composite state for re-compositing on equipment changes
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// Include face textures so compositeWithRegions can rebuild the full base
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bodySkinPath_ = bodySkinPath;
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underwearPaths_.clear();
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if (!faceLowerTexturePath.empty()) underwearPaths_.push_back(faceLowerTexturePath);
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if (!faceUpperTexturePath.empty()) underwearPaths_.push_back(faceUpperTexturePath);
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for (const auto& up : underwearPaths) underwearPaths_.push_back(up);
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// Composite body skin + face + underwear overlays
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{
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std::vector<std::string> layers;
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layers.push_back(bodySkinPath);
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if (!faceLowerTexturePath.empty()) layers.push_back(faceLowerTexturePath);
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if (!faceUpperTexturePath.empty()) layers.push_back(faceUpperTexturePath);
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for (const auto& up : underwearPaths) {
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layers.push_back(up);
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}
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if (layers.size() > 1) {
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rendering::VkTexture* compositeTex = charRenderer->compositeTextures(layers);
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if (compositeTex != 0) {
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for (size_t ti = 0; ti < model.textures.size(); ti++) {
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if (model.textures[ti].type == 1) {
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charRenderer->setModelTexture(1, static_cast<uint32_t>(ti), compositeTex);
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skinTextureSlotIndex_ = static_cast<uint32_t>(ti);
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LOG_INFO("Replaced type-1 texture slot ", ti, " with composited body+face+underwear");
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break;
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}
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}
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}
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}
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}
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// Override hair texture on GPU (type-6 slot) after model load
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if (!hairTexturePath.empty()) {
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rendering::VkTexture* hairTex = charRenderer->loadTexture(hairTexturePath);
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if (hairTex) {
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for (size_t ti = 0; ti < model.textures.size(); ti++) {
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if (model.textures[ti].type == 6) {
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charRenderer->setModelTexture(1, static_cast<uint32_t>(ti), hairTex);
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LOG_INFO("Applied DBC hair texture to slot ", ti, ": ", hairTexturePath);
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break;
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}
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}
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}
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}
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} else {
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bodySkinPath_.clear();
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underwearPaths_.clear();
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}
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// Find cloak (type-2, Object Skin) texture slot index
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for (size_t ti = 0; ti < model.textures.size(); ti++) {
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if (model.textures[ti].type == 2) {
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cloakTextureSlotIndex_ = static_cast<uint32_t>(ti);
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LOG_INFO("Cloak texture slot: ", ti);
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break;
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}
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// Apply composited textures via AppearanceComposer (saves skin state for re-compositing)
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if (useCharSections && appearanceComposer_) {
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appearanceComposer_->compositePlayerSkin(1, texInfo);
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}
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loaded = true;
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@ -3942,12 +3750,7 @@ void Application::spawnPlayerCharacter() {
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renderer->getCharacterPosition() = spawnPos;
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renderer->setCharacterFollow(instanceId);
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// Default geosets for the active character (match CharacterPreview logic).
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// Previous hardcoded values (notably always inserting 101) caused wrong hair meshes in-world.
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std::unordered_set<uint16_t> activeGeosets;
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// Body parts (group 0: IDs 0-99, some models use up to 27)
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for (uint16_t i = 0; i <= 99; i++) activeGeosets.insert(i);
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// Build default geosets for the active character via AppearanceComposer
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uint8_t hairStyleId = 0;
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uint8_t facialId = 0;
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if (gameHandler) {
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@ -3956,20 +3759,9 @@ void Application::spawnPlayerCharacter() {
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facialId = ch->facialFeatures;
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}
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}
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// Hair style geoset: group 1 = 100 + variation + 1
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activeGeosets.insert(static_cast<uint16_t>(100 + hairStyleId + 1));
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// Facial hair geoset: group 2 = 200 + variation + 1
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activeGeosets.insert(static_cast<uint16_t>(200 + facialId + 1));
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activeGeosets.insert(kGeosetBareForearms);
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activeGeosets.insert(kGeosetBareShins);
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activeGeosets.insert(kGeosetDefaultEars);
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activeGeosets.insert(kGeosetBareSleeves);
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activeGeosets.insert(kGeosetDefaultKneepads);
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activeGeosets.insert(kGeosetBarePants);
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activeGeosets.insert(kGeosetWithCape);
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activeGeosets.insert(kGeosetBareFeet);
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// 1703 = DK eye glow mesh — skip for normal characters
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// Normal eyes are part of the face texture on the body mesh
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auto activeGeosets = appearanceComposer_
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? appearanceComposer_->buildDefaultPlayerGeosets(hairStyleId, facialId)
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: std::unordered_set<uint16_t>{};
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charRenderer->setActiveGeosets(instanceId, activeGeosets);
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// Play idle animation (Stand = animation ID 0)
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@ -4024,124 +3816,7 @@ void Application::spawnPlayerCharacter() {
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}
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// Load equipped weapons (sword + shield)
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loadEquippedWeapons();
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}
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}
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bool Application::loadWeaponM2(const std::string& m2Path, pipeline::M2Model& outModel) {
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auto m2Data = assetManager->readFile(m2Path);
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if (m2Data.empty()) return false;
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outModel = pipeline::M2Loader::load(m2Data);
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// Load skin (WotLK+ M2 format): strip .m2, append 00.skin
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std::string skinPath = m2Path;
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size_t dotPos = skinPath.rfind('.');
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if (dotPos != std::string::npos) skinPath = skinPath.substr(0, dotPos);
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skinPath += "00.skin";
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auto skinData = assetManager->readFile(skinPath);
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if (!skinData.empty() && outModel.version >= 264)
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pipeline::M2Loader::loadSkin(skinData, outModel);
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return outModel.isValid();
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}
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void Application::loadEquippedWeapons() {
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if (!renderer || !renderer->getCharacterRenderer() || !assetManager || !assetManager->isInitialized())
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return;
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if (!gameHandler) return;
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|
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auto* charRenderer = renderer->getCharacterRenderer();
|
||||
uint32_t charInstanceId = renderer->getCharacterInstanceId();
|
||||
if (charInstanceId == 0) return;
|
||||
|
||||
auto& inventory = gameHandler->getInventory();
|
||||
|
||||
// Load ItemDisplayInfo.dbc
|
||||
auto displayInfoDbc = assetManager->loadDBC("ItemDisplayInfo.dbc");
|
||||
if (!displayInfoDbc) {
|
||||
LOG_WARNING("loadEquippedWeapons: failed to load ItemDisplayInfo.dbc");
|
||||
return;
|
||||
}
|
||||
// Mapping: EquipSlot → attachment ID (1=RightHand, 2=LeftHand)
|
||||
struct WeaponSlot {
|
||||
game::EquipSlot slot;
|
||||
uint32_t attachmentId;
|
||||
};
|
||||
WeaponSlot weaponSlots[] = {
|
||||
{ game::EquipSlot::MAIN_HAND, 1 },
|
||||
{ game::EquipSlot::OFF_HAND, 2 },
|
||||
};
|
||||
|
||||
if (weaponsSheathed_) {
|
||||
for (const auto& ws : weaponSlots) {
|
||||
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
for (const auto& ws : weaponSlots) {
|
||||
const auto& equipSlot = inventory.getEquipSlot(ws.slot);
|
||||
|
||||
// If slot is empty or has no displayInfoId, detach any existing weapon
|
||||
if (equipSlot.empty() || equipSlot.item.displayInfoId == 0) {
|
||||
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
|
||||
continue;
|
||||
}
|
||||
|
||||
uint32_t displayInfoId = equipSlot.item.displayInfoId;
|
||||
int32_t recIdx = displayInfoDbc->findRecordById(displayInfoId);
|
||||
if (recIdx < 0) {
|
||||
LOG_WARNING("loadEquippedWeapons: displayInfoId ", displayInfoId, " not found in DBC");
|
||||
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
|
||||
continue;
|
||||
}
|
||||
|
||||
const auto* idiL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr;
|
||||
std::string modelName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), idiL ? (*idiL)["LeftModel"] : 1);
|
||||
std::string textureName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), idiL ? (*idiL)["LeftModelTexture"] : 3);
|
||||
|
||||
if (modelName.empty()) {
|
||||
LOG_WARNING("loadEquippedWeapons: empty model name for displayInfoId ", displayInfoId);
|
||||
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Convert .mdx → .m2
|
||||
std::string modelFile = modelName;
|
||||
{
|
||||
size_t dotPos = modelFile.rfind('.');
|
||||
if (dotPos != std::string::npos) {
|
||||
modelFile = modelFile.substr(0, dotPos) + ".m2";
|
||||
} else {
|
||||
modelFile += ".m2";
|
||||
}
|
||||
}
|
||||
|
||||
// Try Weapon directory first, then Shield
|
||||
std::string m2Path = "Item\\ObjectComponents\\Weapon\\" + modelFile;
|
||||
pipeline::M2Model weaponModel;
|
||||
if (!loadWeaponM2(m2Path, weaponModel)) {
|
||||
m2Path = "Item\\ObjectComponents\\Shield\\" + modelFile;
|
||||
if (!loadWeaponM2(m2Path, weaponModel)) {
|
||||
LOG_WARNING("loadEquippedWeapons: failed to load ", modelFile);
|
||||
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// Build texture path
|
||||
std::string texturePath;
|
||||
if (!textureName.empty()) {
|
||||
texturePath = "Item\\ObjectComponents\\Weapon\\" + textureName + ".blp";
|
||||
if (!assetManager->fileExists(texturePath)) {
|
||||
texturePath = "Item\\ObjectComponents\\Shield\\" + textureName + ".blp";
|
||||
}
|
||||
}
|
||||
|
||||
uint32_t weaponModelId = entitySpawner_->allocateWeaponModelId();
|
||||
bool ok = charRenderer->attachWeapon(charInstanceId, ws.attachmentId,
|
||||
weaponModel, weaponModelId, texturePath);
|
||||
if (ok) {
|
||||
LOG_INFO("Equipped weapon: ", m2Path, " at attachment ", ws.attachmentId);
|
||||
}
|
||||
if (appearanceComposer_) appearanceComposer_->loadEquippedWeapons();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -4514,8 +4189,8 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
|
|||
playerGender_ = activeChar->gender;
|
||||
playerClass_ = activeChar->characterClass;
|
||||
spawnSnapToGround = false;
|
||||
weaponsSheathed_ = false;
|
||||
loadEquippedWeapons(); // will no-op until instance exists
|
||||
if (appearanceComposer_) appearanceComposer_->setWeaponsSheathed(false);
|
||||
if (appearanceComposer_) appearanceComposer_->loadEquippedWeapons(); // will no-op until instance exists
|
||||
spawnPlayerCharacter();
|
||||
}
|
||||
renderer->getCharacterPosition() = spawnRender;
|
||||
|
|
@ -4568,7 +4243,7 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
|
|||
// Spawn player character now that renderers are initialized
|
||||
if (!playerCharacterSpawned) {
|
||||
spawnPlayerCharacter();
|
||||
loadEquippedWeapons();
|
||||
if (appearanceComposer_) appearanceComposer_->loadEquippedWeapons();
|
||||
}
|
||||
|
||||
// Load the root WMO
|
||||
|
|
@ -4810,7 +4485,7 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
|
|||
// player model now that the renderer actually exists.
|
||||
if (!playerCharacterSpawned) {
|
||||
spawnPlayerCharacter();
|
||||
loadEquippedWeapons();
|
||||
if (appearanceComposer_) appearanceComposer_->loadEquippedWeapons();
|
||||
}
|
||||
|
||||
showProgress("Streaming terrain tiles...", 0.35f);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue