Add teleporter panel and server-compatible coordinate conversions

Teleporter panel (T key) lets the player teleport between Goldshire,
Stormwind Gate, Ironforge, and Westfall in single-player mode. Adds
serverToCanonical/canonicalToServer conversion at the network packet
boundary so positions are compatible with TrinityCore/MaNGOS/AzerothCore
emulator servers.
This commit is contained in:
Kelsi 2026-02-04 18:27:52 -08:00
parent 6690910712
commit d8e2becbaa
8 changed files with 258 additions and 43 deletions

View file

@ -1,5 +1,6 @@
#include "core/application.hpp"
#include "core/coordinates.hpp"
#include "core/spawn_presets.hpp"
#include "core/logger.hpp"
#include "rendering/renderer.hpp"
#include "rendering/camera.hpp"
@ -43,27 +44,9 @@ namespace core {
namespace {
struct SpawnPreset {
const char* key;
const char* label;
const char* mapName; // Map name for ADT paths (e.g., "Azeroth")
glm::vec3 spawnCanonical; // Canonical WoW coords: +X=North, +Y=West, +Z=Up
float yawDeg;
float pitchDeg;
};
const SpawnPreset* selectSpawnPreset(const char* envValue) {
// Spawn positions in canonical WoW world coordinates (X=north, Y=west, Z=up).
// Tile is computed from position via: tileN = floor(32 - wowN / 533.33333)
static const SpawnPreset presets[] = {
{"goldshire", "Goldshire", "Azeroth", glm::vec3( 62.0f, -9464.0f, 200.0f), 0.0f, -5.0f},
{"stormwind", "Stormwind", "Azeroth", glm::vec3( -365.0f, -8345.0f, 180.0f), 35.0f, -8.0f},
{"ironforge", "Ironforge Area", "Azeroth", glm::vec3( -300.0f,-11240.0f, 260.0f), -20.0f, -8.0f},
{"westfall", "Westfall", "Azeroth", glm::vec3(-1820.0f, -9380.0f, 190.0f), 10.0f, -8.0f},
};
if (!envValue || !*envValue) {
return &presets[0];
return &SPAWN_PRESETS[0];
}
std::string key = envValue;
@ -71,13 +54,13 @@ const SpawnPreset* selectSpawnPreset(const char* envValue) {
return static_cast<char>(std::tolower(c));
});
for (const auto& preset : presets) {
if (key == preset.key) return &preset;
for (int i = 0; i < SPAWN_PRESET_COUNT; i++) {
if (key == SPAWN_PRESETS[i].key) return &SPAWN_PRESETS[i];
}
LOG_WARNING("Unknown WOW_SPAWN='", key, "', falling back to goldshire");
LOG_INFO("Available WOW_SPAWN presets: goldshire, stormwind, ironforge, westfall");
return &presets[0];
return &SPAWN_PRESETS[0];
}
std::optional<glm::vec3> parseVec3Csv(const char* raw) {
@ -259,6 +242,12 @@ void Application::run() {
renderer->getMinimap()->toggle();
}
}
// T: Toggle teleporter panel
else if (event.key.keysym.scancode == SDL_SCANCODE_T) {
if (state == AppState::IN_GAME && uiManager) {
uiManager->getGameScreen().toggleTeleporter();
}
}
}
}
@ -1057,5 +1046,92 @@ void Application::startSinglePlayer() {
LOG_INFO("Single-player mode started - press F1 for performance HUD");
}
void Application::teleportTo(int presetIndex) {
// Guard: only in single-player + IN_GAME state
if (!singlePlayerMode || state != AppState::IN_GAME) return;
if (presetIndex < 0 || presetIndex >= SPAWN_PRESET_COUNT) return;
const auto& preset = SPAWN_PRESETS[presetIndex];
LOG_INFO("Teleporting to: ", preset.label);
// Convert canonical WoW → engine rendering coordinates (swap X/Y)
glm::vec3 spawnRender = core::coords::canonicalToRender(preset.spawnCanonical);
// Update camera default spawn
if (renderer && renderer->getCameraController()) {
renderer->getCameraController()->setDefaultSpawn(spawnRender, preset.yawDeg, preset.pitchDeg);
}
// Unload all current terrain
if (renderer && renderer->getTerrainManager()) {
renderer->getTerrainManager()->unloadAll();
}
// Compute ADT path from canonical spawn coordinates
auto [tileX, tileY] = core::coords::canonicalToTile(preset.spawnCanonical.x, preset.spawnCanonical.y);
std::string mapName = preset.mapName;
std::string adtPath = "World\\Maps\\" + mapName + "\\" + mapName + "_" +
std::to_string(tileX) + "_" + std::to_string(tileY) + ".adt";
LOG_INFO("Teleport ADT tile [", tileX, ",", tileY, "]");
// Set map name on terrain manager
if (renderer && renderer->getTerrainManager()) {
renderer->getTerrainManager()->setMapName(mapName);
}
// Load the initial tile
bool terrainOk = false;
if (renderer && assetManager && assetManager->isInitialized()) {
terrainOk = renderer->loadTestTerrain(assetManager.get(), adtPath);
}
// Stream surrounding tiles
if (terrainOk && renderer->getTerrainManager() && renderer->getCamera()) {
auto* terrainMgr = renderer->getTerrainManager();
auto* camera = renderer->getCamera();
terrainMgr->update(*camera, 1.0f);
auto startTime = std::chrono::high_resolution_clock::now();
const float maxWaitSeconds = 8.0f;
while (terrainMgr->getPendingTileCount() > 0) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
window->setShouldClose(true);
return;
}
}
terrainMgr->update(*camera, 0.016f);
auto elapsed = std::chrono::high_resolution_clock::now() - startTime;
if (std::chrono::duration<float>(elapsed).count() > maxWaitSeconds) {
LOG_WARNING("Teleport terrain streaming timeout after ", maxWaitSeconds, "s");
break;
}
SDL_Delay(16);
}
LOG_INFO("Teleport terrain streaming complete: ", terrainMgr->getLoadedTileCount(), " tiles loaded");
}
// Reset camera — this snaps character position to terrain via followTarget
if (renderer && renderer->getCameraController()) {
renderer->getCameraController()->reset();
}
// Sync the terrain-snapped character position to game handler
if (renderer && gameHandler) {
glm::vec3 snappedRender = renderer->getCharacterPosition();
glm::vec3 snappedCanonical = core::coords::renderToCanonical(snappedRender);
gameHandler->setPosition(snappedCanonical.x, snappedCanonical.y, snappedCanonical.z);
}
LOG_INFO("Teleport to ", preset.label, " complete");
}
} // namespace core
} // namespace wowee