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Initial commit: wowee native WoW 3.3.5a client
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147 changed files with 32347 additions and 0 deletions
106
include/core/application.hpp
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106
include/core/application.hpp
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#pragma once
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#include "core/window.hpp"
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#include "core/input.hpp"
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#include <memory>
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#include <string>
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#include <vector>
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namespace wowee {
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// Forward declarations
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namespace rendering { class Renderer; }
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namespace ui { class UIManager; }
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namespace auth { class AuthHandler; }
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namespace game { class GameHandler; class World; class NpcManager; }
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namespace pipeline { class AssetManager; }
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namespace core {
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enum class AppState {
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AUTHENTICATION,
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REALM_SELECTION,
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CHARACTER_SELECTION,
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IN_GAME,
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DISCONNECTED
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};
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class Application {
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public:
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Application();
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~Application();
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Application(const Application&) = delete;
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Application& operator=(const Application&) = delete;
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bool initialize();
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void run();
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void shutdown();
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// State management
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AppState getState() const { return state; }
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void setState(AppState newState);
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// Accessors
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Window* getWindow() { return window.get(); }
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rendering::Renderer* getRenderer() { return renderer.get(); }
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ui::UIManager* getUIManager() { return uiManager.get(); }
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auth::AuthHandler* getAuthHandler() { return authHandler.get(); }
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game::GameHandler* getGameHandler() { return gameHandler.get(); }
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game::World* getWorld() { return world.get(); }
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pipeline::AssetManager* getAssetManager() { return assetManager.get(); }
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// Singleton access
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static Application& getInstance() { return *instance; }
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// Single-player mode
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void startSinglePlayer();
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bool isSinglePlayer() const { return singlePlayerMode; }
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// Weapon loading (called at spawn and on equipment change)
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void loadEquippedWeapons();
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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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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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void spawnNpcs();
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static Application* instance;
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std::unique_ptr<Window> window;
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std::unique_ptr<rendering::Renderer> renderer;
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std::unique_ptr<ui::UIManager> uiManager;
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std::unique_ptr<auth::AuthHandler> authHandler;
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std::unique_ptr<game::GameHandler> gameHandler;
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std::unique_ptr<game::World> world;
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std::unique_ptr<game::NpcManager> npcManager;
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std::unique_ptr<pipeline::AssetManager> assetManager;
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AppState state = AppState::AUTHENTICATION;
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bool running = false;
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bool singlePlayerMode = false;
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bool playerCharacterSpawned = false;
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bool npcsSpawned = false;
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float lastFrameTime = 0.0f;
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float movementHeartbeatTimer = 0.0f;
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// Weapon model ID counter (starting high to avoid collision with character model IDs)
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uint32_t nextWeaponModelId_ = 1000;
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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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};
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} // namespace core
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} // namespace wowee
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