Initial commit: wowee native WoW 3.3.5a client

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Kelsi 2026-02-02 12:24:50 -08:00
commit ce6cb8f38e
147 changed files with 32347 additions and 0 deletions

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src/game/npc_manager.cpp Normal file
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#include "game/npc_manager.hpp"
#include "game/entity.hpp"
#include "pipeline/asset_manager.hpp"
#include "pipeline/m2_loader.hpp"
#include "pipeline/dbc_loader.hpp"
#include "rendering/character_renderer.hpp"
#include "core/logger.hpp"
#include <random>
#include <cmath>
#include <algorithm>
#include <cctype>
namespace wowee {
namespace game {
static constexpr float ZEROPOINT = 32.0f * 533.33333f;
// Random emote animation IDs (humanoid only)
static const uint32_t EMOTE_ANIMS[] = { 60, 66, 67, 70 }; // Talk, Bow, Wave, Laugh
static constexpr int NUM_EMOTE_ANIMS = 4;
static float randomFloat(float lo, float hi) {
static std::mt19937 rng(std::random_device{}());
std::uniform_real_distribution<float> dist(lo, hi);
return dist(rng);
}
static std::string toLowerStr(const std::string& s) {
std::string out = s;
for (char& c : out) c = static_cast<char>(std::tolower(static_cast<unsigned char>(c)));
return out;
}
// Look up texture variants for a creature M2 using CreatureDisplayInfo.dbc
// Returns up to 3 texture variant names (for type 1, 2, 3 texture slots)
static std::vector<std::string> lookupTextureVariants(
pipeline::AssetManager* am, const std::string& m2Path) {
std::vector<std::string> variants;
auto modelDataDbc = am->loadDBC("CreatureModelData.dbc");
auto displayInfoDbc = am->loadDBC("CreatureDisplayInfo.dbc");
if (!modelDataDbc || !displayInfoDbc) return variants;
// CreatureModelData stores .mdx paths; convert our .m2 path for matching
std::string mdxPath = m2Path;
if (mdxPath.size() > 3) {
mdxPath = mdxPath.substr(0, mdxPath.size() - 3) + ".mdx";
}
std::string mdxLower = toLowerStr(mdxPath);
// Find model ID from CreatureModelData (col 0 = ID, col 2 = modelName)
uint32_t creatureModelId = 0;
for (uint32_t r = 0; r < modelDataDbc->getRecordCount(); r++) {
std::string dbcModel = modelDataDbc->getString(r, 2);
if (toLowerStr(dbcModel) == mdxLower) {
creatureModelId = modelDataDbc->getUInt32(r, 0);
LOG_INFO("NpcManager: DBC match for '", m2Path,
"' -> CreatureModelData ID ", creatureModelId);
break;
}
}
if (creatureModelId == 0) return variants;
// Find first CreatureDisplayInfo entry for this model
// Col 0=ID, 1=ModelID, 6=TextureVariation_1, 7=TextureVariation_2, 8=TextureVariation_3
for (uint32_t r = 0; r < displayInfoDbc->getRecordCount(); r++) {
if (displayInfoDbc->getUInt32(r, 1) == creatureModelId) {
std::string v1 = displayInfoDbc->getString(r, 6);
std::string v2 = displayInfoDbc->getString(r, 7);
std::string v3 = displayInfoDbc->getString(r, 8);
if (!v1.empty()) variants.push_back(v1);
if (!v2.empty()) variants.push_back(v2);
if (!v3.empty()) variants.push_back(v3);
LOG_INFO("NpcManager: DisplayInfo textures: '", v1, "', '", v2, "', '", v3, "'");
break;
}
}
return variants;
}
void NpcManager::loadCreatureModel(pipeline::AssetManager* am,
rendering::CharacterRenderer* cr,
const std::string& m2Path,
uint32_t modelId) {
auto m2Data = am->readFile(m2Path);
if (m2Data.empty()) {
LOG_WARNING("NpcManager: failed to read M2 file: ", m2Path);
return;
}
auto model = pipeline::M2Loader::load(m2Data);
// Derive skin path: replace .m2 with 00.skin
std::string skinPath = m2Path;
if (skinPath.size() > 3) {
skinPath = skinPath.substr(0, skinPath.size() - 3) + "00.skin";
}
auto skinData = am->readFile(skinPath);
if (!skinData.empty()) {
pipeline::M2Loader::loadSkin(skinData, model);
}
if (!model.isValid()) {
LOG_WARNING("NpcManager: invalid model: ", m2Path);
return;
}
// Load external .anim files for sequences without flag 0x20
std::string basePath = m2Path.substr(0, m2Path.size() - 3); // remove ".m2"
for (uint32_t si = 0; si < model.sequences.size(); si++) {
if (!(model.sequences[si].flags & 0x20)) {
char animFileName[256];
snprintf(animFileName, sizeof(animFileName),
"%s%04u-%02u.anim",
basePath.c_str(),
model.sequences[si].id,
model.sequences[si].variationIndex);
auto animFileData = am->readFile(animFileName);
if (!animFileData.empty()) {
pipeline::M2Loader::loadAnimFile(m2Data, animFileData, si, model);
}
}
}
// --- Resolve creature skin textures ---
// Extract model directory: "Creature\Wolf\" from "Creature\Wolf\Wolf.m2"
size_t lastSlash = m2Path.find_last_of("\\/");
std::string modelDir = (lastSlash != std::string::npos)
? m2Path.substr(0, lastSlash + 1) : "";
// Extract model base name: "Wolf" from "Creature\Wolf\Wolf.m2"
std::string modelFileName = (lastSlash != std::string::npos)
? m2Path.substr(lastSlash + 1) : m2Path;
std::string modelBaseName = modelFileName.substr(0, modelFileName.size() - 3); // remove ".m2"
// Log existing texture info
for (size_t ti = 0; ti < model.textures.size(); ti++) {
LOG_INFO("NpcManager: ", m2Path, " tex[", ti, "] type=",
model.textures[ti].type, " file='", model.textures[ti].filename, "'");
}
// Check if any textures need resolution
// Type 11 = creature skin 1, type 12 = creature skin 2, type 13 = creature skin 3
// Type 1 = character body skin (also possible on some creature models)
auto needsResolve = [](uint32_t t) {
return t == 11 || t == 12 || t == 13 || t == 1 || t == 2 || t == 3;
};
bool needsVariants = false;
for (const auto& tex : model.textures) {
if (needsResolve(tex.type) && tex.filename.empty()) {
needsVariants = true;
break;
}
}
if (needsVariants) {
// Try DBC-based lookup first
auto variants = lookupTextureVariants(am, m2Path);
// Fill in unresolved textures from DBC variants
// Creature skin types map: type 11 -> variant[0], type 12 -> variant[1], type 13 -> variant[2]
// Also type 1 -> variant[0] as fallback
for (auto& tex : model.textures) {
if (!needsResolve(tex.type) || !tex.filename.empty()) continue;
// Determine which variant index this texture type maps to
size_t varIdx = 0;
if (tex.type == 11 || tex.type == 1) varIdx = 0;
else if (tex.type == 12 || tex.type == 2) varIdx = 1;
else if (tex.type == 13 || tex.type == 3) varIdx = 2;
std::string resolved;
if (varIdx < variants.size() && !variants[varIdx].empty()) {
// DBC variant: <ModelDir>\<Variant>.blp
resolved = modelDir + variants[varIdx] + ".blp";
if (!am->fileExists(resolved)) {
LOG_WARNING("NpcManager: DBC texture not found: ", resolved);
resolved.clear();
}
}
// Fallback heuristics if DBC didn't provide a texture
if (resolved.empty()) {
// Try <ModelDir>\<ModelName>Skin.blp
std::string skinTry = modelDir + modelBaseName + "Skin.blp";
if (am->fileExists(skinTry)) {
resolved = skinTry;
} else {
// Try <ModelDir>\<ModelName>.blp
std::string altTry = modelDir + modelBaseName + ".blp";
if (am->fileExists(altTry)) {
resolved = altTry;
}
}
}
if (!resolved.empty()) {
tex.filename = resolved;
LOG_INFO("NpcManager: resolved type-", tex.type,
" texture -> '", resolved, "'");
} else {
LOG_WARNING("NpcManager: could not resolve type-", tex.type,
" texture for ", m2Path);
}
}
}
cr->loadModel(model, modelId);
LOG_INFO("NpcManager: loaded model id=", modelId, " path=", m2Path,
" verts=", model.vertices.size(), " bones=", model.bones.size(),
" anims=", model.sequences.size(), " textures=", model.textures.size());
}
void NpcManager::initialize(pipeline::AssetManager* am,
rendering::CharacterRenderer* cr,
EntityManager& em,
const glm::vec3& playerSpawnGL) {
if (!am || !am->isInitialized() || !cr) {
LOG_WARNING("NpcManager: cannot initialize — missing AssetManager or CharacterRenderer");
return;
}
// Define spawn table: NPC positions are offsets from player spawn in GL coords
struct SpawnEntry {
const char* name;
const char* m2Path;
uint32_t level;
uint32_t health;
float offsetX; // GL X offset from player
float offsetY; // GL Y offset from player
float rotation;
float scale;
bool isCritter;
};
static const SpawnEntry spawnTable[] = {
// Guards
{ "Stormwind Guard", "Creature\\HumanMaleGuard\\HumanMaleGuard.m2",
60, 42000, -15.0f, 10.0f, 0.0f, 1.0f, false },
{ "Stormwind Guard", "Creature\\HumanMaleGuard\\HumanMaleGuard.m2",
60, 42000, 20.0f, -5.0f, 2.3f, 1.0f, false },
{ "Stormwind Guard", "Creature\\HumanMaleGuard\\HumanMaleGuard.m2",
60, 42000, -25.0f, -15.0f, 1.0f, 1.0f, false },
// Citizens
{ "Stormwind Citizen", "Creature\\HumanMalePeasant\\HumanMalePeasant.m2",
5, 1200, 12.0f, 18.0f, 3.5f, 1.0f, false },
{ "Stormwind Citizen", "Creature\\HumanMalePeasant\\HumanMalePeasant.m2",
5, 1200, -8.0f, -22.0f, 5.0f, 1.0f, false },
{ "Stormwind Citizen", "Creature\\HumanFemalePeasant\\HumanFemalePeasant.m2",
5, 1200, 30.0f, 8.0f, 1.8f, 1.0f, false },
{ "Stormwind Citizen", "Creature\\HumanFemalePeasant\\HumanFemalePeasant.m2",
5, 1200, -18.0f, 25.0f, 4.2f, 1.0f, false },
// Critters
{ "Wolf", "Creature\\Wolf\\Wolf.m2",
1, 42, 35.0f, -20.0f, 0.7f, 1.0f, true },
{ "Wolf", "Creature\\Wolf\\Wolf.m2",
1, 42, 40.0f, -15.0f, 1.2f, 1.0f, true },
{ "Chicken", "Creature\\Chicken\\Chicken.m2",
1, 10, -10.0f, 30.0f, 2.0f, 1.0f, true },
{ "Chicken", "Creature\\Chicken\\Chicken.m2",
1, 10, -12.0f, 33.0f, 3.8f, 1.0f, true },
{ "Cat", "Creature\\Cat\\Cat.m2",
1, 42, 5.0f, -35.0f, 4.5f, 1.0f, true },
{ "Deer", "Creature\\Deer\\Deer.m2",
1, 42, -35.0f, -30.0f, 0.3f, 1.0f, true },
};
constexpr size_t spawnCount = sizeof(spawnTable) / sizeof(spawnTable[0]);
// Load each unique M2 model once
for (size_t i = 0; i < spawnCount; i++) {
const std::string path(spawnTable[i].m2Path);
if (loadedModels.find(path) == loadedModels.end()) {
uint32_t mid = nextModelId++;
loadCreatureModel(am, cr, path, mid);
loadedModels[path] = mid;
}
}
// Spawn each NPC instance
for (size_t i = 0; i < spawnCount; i++) {
const auto& s = spawnTable[i];
const std::string path(s.m2Path);
auto it = loadedModels.find(path);
if (it == loadedModels.end()) continue; // model failed to load
uint32_t modelId = it->second;
// GL position: offset from player spawn
glm::vec3 glPos = playerSpawnGL + glm::vec3(s.offsetX, s.offsetY, 0.0f);
// Create render instance
uint32_t instanceId = cr->createInstance(modelId, glPos,
glm::vec3(0.0f, 0.0f, s.rotation), s.scale);
if (instanceId == 0) {
LOG_WARNING("NpcManager: failed to create instance for ", s.name);
continue;
}
// Play idle animation (anim ID 0)
cr->playAnimation(instanceId, 0, true);
// Assign unique GUID
uint64_t guid = nextGuid++;
// Create entity in EntityManager
auto unit = std::make_shared<Unit>(guid);
unit->setName(s.name);
unit->setLevel(s.level);
unit->setHealth(s.health);
unit->setMaxHealth(s.health);
// Convert GL position back to WoW coordinates for targeting system
float wowX = ZEROPOINT - glPos.y;
float wowY = glPos.z;
float wowZ = ZEROPOINT - glPos.x;
unit->setPosition(wowX, wowY, wowZ, s.rotation);
em.addEntity(guid, unit);
// Track NPC instance
NpcInstance npc{};
npc.guid = guid;
npc.renderInstanceId = instanceId;
npc.emoteTimer = randomFloat(5.0f, 15.0f);
npc.emoteEndTimer = 0.0f;
npc.isEmoting = false;
npc.isCritter = s.isCritter;
npcs.push_back(npc);
LOG_INFO("NpcManager: spawned '", s.name, "' guid=0x", std::hex, guid, std::dec,
" at GL(", glPos.x, ",", glPos.y, ",", glPos.z, ")");
}
LOG_INFO("NpcManager: initialized ", npcs.size(), " NPCs with ",
loadedModels.size(), " unique models");
}
void NpcManager::update(float deltaTime, rendering::CharacterRenderer* cr) {
if (!cr) return;
for (auto& npc : npcs) {
// Critters just idle — no emotes
if (npc.isCritter) continue;
if (npc.isEmoting) {
npc.emoteEndTimer -= deltaTime;
if (npc.emoteEndTimer <= 0.0f) {
// Return to idle
cr->playAnimation(npc.renderInstanceId, 0, true);
npc.isEmoting = false;
npc.emoteTimer = randomFloat(5.0f, 15.0f);
}
} else {
npc.emoteTimer -= deltaTime;
if (npc.emoteTimer <= 0.0f) {
// Play random emote
int idx = static_cast<int>(randomFloat(0.0f, static_cast<float>(NUM_EMOTE_ANIMS) - 0.01f));
uint32_t emoteAnim = EMOTE_ANIMS[idx];
cr->playAnimation(npc.renderInstanceId, emoteAnim, false);
npc.isEmoting = true;
npc.emoteEndTimer = randomFloat(2.0f, 4.0f);
}
}
}
}
} // namespace game
} // namespace wowee