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Show online player equipment
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4 changed files with 345 additions and 0 deletions
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@ -1214,6 +1214,13 @@ void Application::setupUICallbacks() {
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pendingPlayerSpawnGuids_.insert(guid);
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});
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// Online player equipment callback - apply armor geosets/skin overlays per player instance.
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gameHandler->setPlayerEquipmentCallback([this](uint64_t guid,
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const std::array<uint32_t, 19>& displayInfoIds,
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const std::array<uint8_t, 19>& inventoryTypes) {
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setOnlinePlayerEquipment(guid, displayInfoIds, inventoryTypes);
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});
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// Creature despawn callback (online mode) - remove creature models
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gameHandler->setCreatureDespawnCallback([this](uint64_t guid) {
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despawnOnlineCreature(guid);
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@ -3742,6 +3749,172 @@ void Application::spawnOnlinePlayer(uint64_t guid,
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charRenderer->playAnimation(instanceId, 0, true);
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playerInstances_[guid] = instanceId;
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OnlinePlayerAppearanceState st;
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st.instanceId = instanceId;
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st.modelId = modelId;
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st.raceId = raceId;
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st.genderId = genderId;
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st.appearanceBytes = appearanceBytes;
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st.facialFeatures = facialFeatures;
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st.bodySkinPath = bodySkinPath;
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st.underwearPaths = underwearPaths;
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onlinePlayerAppearance_[guid] = std::move(st);
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}
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void Application::setOnlinePlayerEquipment(uint64_t guid,
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const std::array<uint32_t, 19>& displayInfoIds,
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const std::array<uint8_t, 19>& inventoryTypes) {
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if (!renderer || !renderer->getCharacterRenderer() || !assetManager || !assetManager->isInitialized()) return;
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// If the player isn't spawned yet, store equipment until spawn.
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if (!playerInstances_.count(guid) || !onlinePlayerAppearance_.count(guid)) {
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pendingOnlinePlayerEquipment_[guid] = {displayInfoIds, inventoryTypes};
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return;
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}
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auto it = onlinePlayerAppearance_.find(guid);
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if (it == onlinePlayerAppearance_.end()) return;
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const OnlinePlayerAppearanceState& st = it->second;
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auto* charRenderer = renderer->getCharacterRenderer();
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if (!charRenderer) return;
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if (st.instanceId == 0 || st.modelId == 0) return;
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if (st.bodySkinPath.empty()) return;
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auto displayInfoDbc = assetManager->loadDBC("ItemDisplayInfo.dbc");
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if (!displayInfoDbc) return;
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const auto* idiL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr;
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auto getGeosetGroup = [&](uint32_t displayInfoId, uint32_t fieldIdx) -> uint32_t {
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if (displayInfoId == 0) return 0;
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int32_t recIdx = displayInfoDbc->findRecordById(displayInfoId);
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if (recIdx < 0) return 0;
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return displayInfoDbc->getUInt32(static_cast<uint32_t>(recIdx), fieldIdx);
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};
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auto findDisplayIdByInvType = [&](std::initializer_list<uint8_t> types) -> uint32_t {
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for (int s = 0; s < 19; s++) {
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uint8_t inv = inventoryTypes[s];
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if (inv == 0 || displayInfoIds[s] == 0) continue;
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for (uint8_t t : types) {
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if (inv == t) return displayInfoIds[s];
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}
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}
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return 0;
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};
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auto hasInvType = [&](std::initializer_list<uint8_t> types) -> bool {
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for (int s = 0; s < 19; s++) {
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uint8_t inv = inventoryTypes[s];
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if (inv == 0) continue;
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for (uint8_t t : types) {
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if (inv == t) return true;
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}
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}
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return false;
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};
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// --- Geosets ---
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std::unordered_set<uint16_t> geosets;
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for (uint16_t i = 0; i <= 18; i++) geosets.insert(i);
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uint8_t hairStyleId = static_cast<uint8_t>((st.appearanceBytes >> 16) & 0xFF);
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geosets.insert(static_cast<uint16_t>(100 + hairStyleId + 1));
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geosets.insert(static_cast<uint16_t>(200 + st.facialFeatures + 1));
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geosets.insert(701);
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const uint32_t geosetGroup1Field = idiL ? (*idiL)["GeosetGroup1"] : 7;
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const uint32_t geosetGroup3Field = idiL ? (*idiL)["GeosetGroup3"] : 9;
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// Chest/Shirt/Robe (invType 4,5,20)
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{
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uint32_t did = findDisplayIdByInvType({4, 5, 20});
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uint32_t gg1 = getGeosetGroup(did, geosetGroup1Field);
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geosets.insert(static_cast<uint16_t>(gg1 > 0 ? 501 + gg1 : 501));
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uint32_t gg3 = getGeosetGroup(did, geosetGroup3Field);
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if (gg3 > 0) geosets.insert(static_cast<uint16_t>(1301 + gg3));
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}
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// Legs (invType 7)
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{
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uint32_t did = findDisplayIdByInvType({7});
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uint32_t gg1 = getGeosetGroup(did, geosetGroup1Field);
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if (geosets.count(1302) == 0 && geosets.count(1303) == 0) {
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geosets.insert(static_cast<uint16_t>(gg1 > 0 ? 1301 + gg1 : 1301));
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}
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}
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// Feet (invType 8)
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{
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uint32_t did = findDisplayIdByInvType({8});
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uint32_t gg1 = getGeosetGroup(did, geosetGroup1Field);
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geosets.insert(static_cast<uint16_t>(gg1 > 0 ? 401 + gg1 : 401));
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}
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// Hands (invType 10)
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{
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uint32_t did = findDisplayIdByInvType({10});
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uint32_t gg1 = getGeosetGroup(did, geosetGroup1Field);
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geosets.insert(static_cast<uint16_t>(gg1 > 0 ? 301 + gg1 : 301));
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}
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// Back/Cloak (invType 16)
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geosets.insert(hasInvType({16}) ? 1502 : 1501);
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// Tabard (invType 19)
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if (hasInvType({19})) geosets.insert(1201);
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charRenderer->setActiveGeosets(st.instanceId, geosets);
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// --- Textures (skin atlas compositing) ---
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static const char* componentDirs[] = {
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"ArmUpperTexture",
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"ArmLowerTexture",
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"HandTexture",
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"TorsoUpperTexture",
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"TorsoLowerTexture",
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"LegUpperTexture",
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"LegLowerTexture",
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"FootTexture",
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};
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std::vector<std::pair<int, std::string>> regionLayers;
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const bool isFemale = (st.genderId == 1);
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for (int s = 0; s < 19; s++) {
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uint32_t did = displayInfoIds[s];
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if (did == 0) continue;
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int32_t recIdx = displayInfoDbc->findRecordById(did);
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if (recIdx < 0) continue;
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for (int region = 0; region < 8; region++) {
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std::string texName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), 14 + region);
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if (texName.empty()) texName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), 15 + region);
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if (texName.empty()) continue;
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std::string base = "Item\\TextureComponents\\" + std::string(componentDirs[region]) + "\\" + texName;
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std::string genderPath = base + (isFemale ? "_F.blp" : "_M.blp");
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std::string unisexPath = base + "_U.blp";
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std::string fullPath;
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if (assetManager->fileExists(genderPath)) fullPath = genderPath;
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else if (assetManager->fileExists(unisexPath)) fullPath = unisexPath;
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else fullPath = base + ".blp";
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regionLayers.emplace_back(region, fullPath);
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}
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}
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const auto slotsIt = playerTextureSlotsByModelId_.find(st.modelId);
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if (slotsIt == playerTextureSlotsByModelId_.end()) return;
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const PlayerTextureSlots& slots = slotsIt->second;
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if (slots.skin < 0) return;
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GLuint newTex = charRenderer->compositeWithRegions(st.bodySkinPath, st.underwearPaths, regionLayers);
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if (newTex != 0) {
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charRenderer->setTextureSlotOverride(st.instanceId, static_cast<uint16_t>(slots.skin), newTex);
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}
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}
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void Application::despawnOnlinePlayer(uint64_t guid) {
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@ -3750,6 +3923,8 @@ void Application::despawnOnlinePlayer(uint64_t guid) {
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if (it == playerInstances_.end()) return;
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renderer->getCharacterRenderer()->removeInstance(it->second);
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playerInstances_.erase(it);
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onlinePlayerAppearance_.erase(guid);
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pendingOnlinePlayerEquipment_.erase(guid);
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}
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void Application::spawnOnlineGameObject(uint64_t guid, uint32_t entry, uint32_t displayId, float x, float y, float z, float orientation) {
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@ -4099,6 +4274,12 @@ void Application::processPlayerSpawnQueue() {
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}
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spawnOnlinePlayer(s.guid, s.raceId, s.genderId, s.appearanceBytes, s.facialFeatures, s.x, s.y, s.z, s.orientation);
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// Apply any equipment updates that arrived before the player was spawned.
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auto pit = pendingOnlinePlayerEquipment_.find(s.guid);
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if (pit != pendingOnlinePlayerEquipment_.end()) {
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setOnlinePlayerEquipment(s.guid, pit->second.first, pit->second.second);
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pendingOnlinePlayerEquipment_.erase(pit);
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}
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processed++;
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}
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}
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