Fix NPC hair/geoset rendering using DBC lookups

Use CharHairGeosets.dbc to map (race, sex, hairStyleId) to the correct
group 0 scalp mesh instead of the broken 101+hairStyleId formula. Filter
group 0 submeshes so only the body base and correct hair mesh render
(prevents overlapping scalp variants). Fix ItemDisplayInfo.dbc column
indices (5→7) and geoset formulas for equipment. Add CharSections.dbc
hair texture lookup and CharacterFacialHairStyles.dbc support.
This commit is contained in:
Kelsi 2026-02-06 01:02:35 -08:00
parent 4c77f7ee7b
commit e8fecfb3be
4 changed files with 162 additions and 41 deletions

View file

@ -146,6 +146,11 @@ private:
std::unordered_map<uint32_t, CreatureDisplayData> displayDataMap_; // displayId → display data
std::unordered_map<uint32_t, HumanoidDisplayExtra> humanoidExtraMap_; // extraDisplayId → humanoid data
std::unordered_map<uint32_t, std::string> modelIdToPath_; // modelId → M2 path (from CreatureModelData.dbc)
// CharHairGeosets.dbc: key = (raceId<<16)|(sexId<<8)|variationId → geosetId (skinSectionId)
std::unordered_map<uint32_t, uint16_t> hairGeosetMap_;
// CharFacialHairStyles.dbc: key = (raceId<<16)|(sexId<<8)|variationId → {geoset100, geoset300, geoset200}
struct FacialHairGeosets { uint16_t geoset100 = 0; uint16_t geoset300 = 0; uint16_t geoset200 = 0; };
std::unordered_map<uint32_t, FacialHairGeosets> facialHairGeosetMap_;
std::unordered_map<uint64_t, uint32_t> creatureInstances_; // guid → render instanceId
std::unordered_map<uint64_t, uint32_t> creatureModelIds_; // guid → loaded modelId
uint32_t nextCreatureModelId_ = 5000; // Model IDs for online creatures