mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
Fix NPC visibility and stabilize world transport/taxi updates
This commit is contained in:
parent
5dae994830
commit
f752a4f517
16 changed files with 452 additions and 173 deletions
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@ -1,6 +1,9 @@
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#pragma once
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#include <string>
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#include <cstdint>
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#include <unordered_map>
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#include <vector>
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namespace wowee {
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namespace pipeline { class AssetManager; }
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@ -23,6 +26,7 @@ public:
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void setVolume(int volume);
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int getVolume() const { return volumePercent; }
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void setUnderwaterMode(bool underwater);
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void preloadMusic(const std::string& mpqPath);
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bool isPlaying() const { return playing; }
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bool isInitialized() const { return assetManager != nullptr; }
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@ -41,6 +45,8 @@ private:
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std::string pendingTrack;
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float fadeTimer = 0.0f;
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float fadeDuration = 0.0f;
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std::unordered_map<std::string, std::vector<uint8_t>> musicDataCache_;
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};
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} // namespace audio
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@ -7,6 +7,7 @@
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#include <string>
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#include <vector>
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#include <unordered_map>
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#include <unordered_set>
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namespace wowee {
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@ -192,7 +193,12 @@ private:
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float x, y, z, orientation;
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};
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std::vector<PendingCreatureSpawn> pendingCreatureSpawns_;
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static constexpr int MAX_SPAWNS_PER_FRAME = 2;
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static constexpr int MAX_SPAWNS_PER_FRAME = 24;
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static constexpr uint16_t MAX_CREATURE_SPAWN_RETRIES = 300;
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std::unordered_set<uint64_t> pendingCreatureSpawnGuids_;
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std::unordered_map<uint64_t, uint16_t> creatureSpawnRetryCounts_;
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std::unordered_set<uint32_t> nonRenderableCreatureDisplayIds_;
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std::unordered_set<uint64_t> creaturePermanentFailureGuids_;
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void processCreatureSpawnQueue();
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struct PendingGameObjectSpawn {
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@ -427,6 +427,8 @@ public:
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uint32_t getPlayerXp() const { return playerXp_; }
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uint32_t getPlayerNextLevelXp() const { return playerNextLevelXp_; }
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uint32_t getPlayerLevel() const { return serverPlayerLevel_; }
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const std::vector<uint32_t>& getPlayerExploredZoneMasks() const { return playerExploredZones_; }
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bool hasPlayerExploredZoneMasks() const { return hasPlayerExploredZones_; }
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static uint32_t killXp(uint32_t playerLevel, uint32_t victimLevel);
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// Server time (for deterministic moon phases, etc.)
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@ -1085,11 +1087,8 @@ private:
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float taxiLandingCooldown_ = 0.0f; // Prevent re-entering taxi right after landing
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size_t taxiClientIndex_ = 0;
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std::vector<glm::vec3> taxiClientPath_;
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float taxiClientSpeed_ = 18.0f; // Reduced from 32 to prevent loading hitches
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float taxiClientSpeed_ = 32.0f;
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float taxiClientSegmentProgress_ = 0.0f;
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bool taxiMountingDelay_ = false; // Delay before flight starts (terrain precache time)
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float taxiMountingTimer_ = 0.0f;
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std::vector<uint32_t> taxiPendingPath_; // Path nodes waiting for mounting delay
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bool taxiRecoverPending_ = false;
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uint32_t taxiRecoverMapId_ = 0;
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glm::vec3 taxiRecoverPos_{0.0f};
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@ -1144,9 +1143,15 @@ private:
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std::unordered_map<uint32_t, uint32_t> spellToSkillLine_; // spellID -> skillLineID
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bool skillLineDbcLoaded_ = false;
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bool skillLineAbilityLoaded_ = false;
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static constexpr uint16_t PLAYER_EXPLORED_ZONES_START = 1041; // 3.3.5a UpdateFields
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static constexpr size_t PLAYER_EXPLORED_ZONES_COUNT = 128;
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std::vector<uint32_t> playerExploredZones_ =
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std::vector<uint32_t>(PLAYER_EXPLORED_ZONES_COUNT, 0u);
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bool hasPlayerExploredZones_ = false;
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void loadSkillLineDbc();
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void loadSkillLineAbilityDbc();
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void extractSkillFields(const std::map<uint16_t, uint32_t>& fields);
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void extractExploredZoneFields(const std::map<uint16_t, uint32_t>& fields);
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NpcDeathCallback npcDeathCallback_;
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NpcAggroCallback npcAggroCallback_;
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@ -21,6 +21,7 @@ public:
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uint32_t getZoneId(int tileX, int tileY) const;
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const ZoneInfo* getZoneInfo(uint32_t zoneId) const;
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std::string getRandomMusic(uint32_t zoneId) const;
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std::vector<std::string> getAllMusicPaths() const;
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private:
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// tile key = tileX * 100 + tileY
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@ -323,6 +323,9 @@ private:
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float mountHeightOffset_ = 0.0f;
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float mountPitch_ = 0.0f; // Up/down tilt (radians)
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float mountRoll_ = 0.0f; // Left/right banking (radians)
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int mountSeatAttachmentId_ = -1; // -1 unknown, -2 unavailable
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glm::vec3 smoothedMountSeatPos_ = glm::vec3(0.0f);
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bool mountSeatSmoothingInit_ = false;
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float prevMountYaw_ = 0.0f; // Previous yaw for turn rate calculation (procedural lean)
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float lastDeltaTime_ = 0.0f; // Cached for use in updateCharacterAnimation()
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MountAction mountAction_ = MountAction::None; // Current mount action (jump/rear-up)
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@ -20,6 +20,7 @@ struct WorldMapZone {
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float locLeft = 0, locRight = 0, locTop = 0, locBottom = 0;
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uint32_t displayMapID = 0;
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uint32_t parentWorldMapID = 0;
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uint32_t exploreFlag = 0;
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// Per-zone cached textures
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GLuint tileTextures[12] = {};
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@ -34,6 +35,7 @@ public:
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void initialize(pipeline::AssetManager* assetManager);
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void render(const glm::vec3& playerRenderPos, int screenWidth, int screenHeight);
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void setMapName(const std::string& name);
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void setServerExplorationMask(const std::vector<uint32_t>& masks, bool hasData);
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bool isOpen() const { return open; }
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void close() { open = false; }
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@ -87,6 +89,8 @@ private:
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GLuint tileQuadVBO = 0;
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// Exploration / fog of war
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std::vector<uint32_t> serverExplorationMask;
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bool hasServerExplorationMask = false;
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std::unordered_set<int> exploredZones; // zone indices the player has visited
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};
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@ -24,6 +24,17 @@ void MusicManager::shutdown() {
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AudioEngine::instance().stopMusic();
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playing = false;
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currentTrack.clear();
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musicDataCache_.clear();
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}
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void MusicManager::preloadMusic(const std::string& mpqPath) {
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if (!assetManager || mpqPath.empty()) return;
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if (musicDataCache_.find(mpqPath) != musicDataCache_.end()) return;
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auto data = assetManager->readFile(mpqPath);
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if (!data.empty()) {
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musicDataCache_[mpqPath] = std::move(data);
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}
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}
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void MusicManager::playMusic(const std::string& mpqPath, bool loop) {
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@ -36,9 +47,13 @@ void MusicManager::playMusic(const std::string& mpqPath, bool loop) {
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return;
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}
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// Read music file from MPQ
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auto data = assetManager->readFile(mpqPath);
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if (data.empty()) {
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// Read music file from cache or MPQ
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auto cacheIt = musicDataCache_.find(mpqPath);
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if (cacheIt == musicDataCache_.end()) {
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preloadMusic(mpqPath);
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cacheIt = musicDataCache_.find(mpqPath);
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}
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if (cacheIt == musicDataCache_.end() || cacheIt->second.empty()) {
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LOG_WARNING("Music: Could not read: ", mpqPath);
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return;
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}
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@ -48,7 +63,7 @@ void MusicManager::playMusic(const std::string& mpqPath, bool loop) {
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// Play with AudioEngine (non-blocking, streams from memory)
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float volume = volumePercent / 100.0f;
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if (AudioEngine::instance().playMusic(data, volume, loop)) {
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if (AudioEngine::instance().playMusic(cacheIt->second, volume, loop)) {
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playing = true;
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currentTrack = mpqPath;
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currentTrackIsFile = false;
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@ -467,23 +467,7 @@ void Application::update(float deltaTime) {
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}
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if (renderer && renderer->getTerrainManager()) {
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renderer->getTerrainManager()->setStreamingEnabled(true);
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// With 8GB tile cache and precaching, minimize streaming during taxi
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if (onTaxi) {
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renderer->getTerrainManager()->setUpdateInterval(2.0f); // Very infrequent updates - already precached
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renderer->getTerrainManager()->setLoadRadius(2); // 5x5 grid for taxi (each tile ~533 yards)
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} else {
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// Ramp streaming back in after taxi to avoid end-of-flight hitches.
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if (lastTaxiFlight_) {
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taxiStreamCooldown_ = 2.5f;
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renderer->getTerrainManager()->setLoadRadius(2); // Back to 5x5
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}
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if (taxiStreamCooldown_ > 0.0f) {
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taxiStreamCooldown_ -= deltaTime;
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renderer->getTerrainManager()->setUpdateInterval(1.0f);
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} else {
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renderer->getTerrainManager()->setUpdateInterval(0.1f);
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}
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}
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renderer->getTerrainManager()->setUpdateInterval(0.1f);
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}
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lastTaxiFlight_ = onTaxi;
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@ -760,8 +744,12 @@ void Application::setupUICallbacks() {
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// Creature spawn callback (online mode) - spawn creature models
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gameHandler->setCreatureSpawnCallback([this](uint64_t guid, uint32_t displayId, float x, float y, float z, float orientation) {
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// Queue spawns to avoid hanging when many creatures appear at once
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// Queue spawns to avoid hanging when many creatures appear at once.
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// Deduplicate so repeated updates don't flood pending queue.
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if (creatureInstances_.count(guid)) return;
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if (pendingCreatureSpawnGuids_.count(guid)) return;
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pendingCreatureSpawns_.push_back({guid, displayId, x, y, z, orientation});
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pendingCreatureSpawnGuids_.insert(guid);
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});
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// Creature despawn callback (online mode) - remove creature models
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@ -2298,10 +2286,17 @@ void Application::spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x
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// Skip if already spawned
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if (creatureInstances_.count(guid)) return;
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if (nonRenderableCreatureDisplayIds_.count(displayId)) {
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creaturePermanentFailureGuids_.insert(guid);
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return;
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}
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// Get model path from displayId
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std::string m2Path = getModelPathForDisplayId(displayId);
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if (m2Path.empty()) {
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LOG_WARNING("No model path for displayId ", displayId, " (guid 0x", std::hex, guid, std::dec, ")");
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nonRenderableCreatureDisplayIds_.insert(displayId);
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creaturePermanentFailureGuids_.insert(guid);
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return;
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}
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@ -2321,12 +2316,15 @@ void Application::spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x
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auto m2Data = assetManager->readFile(m2Path);
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if (m2Data.empty()) {
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LOG_WARNING("Failed to read creature M2: ", m2Path);
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creaturePermanentFailureGuids_.insert(guid);
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return;
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}
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pipeline::M2Model model = pipeline::M2Loader::load(m2Data);
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if (model.vertices.empty()) {
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LOG_WARNING("Failed to parse creature M2: ", m2Path);
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nonRenderableCreatureDisplayIds_.insert(displayId);
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creaturePermanentFailureGuids_.insert(guid);
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return;
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}
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@ -2353,6 +2351,7 @@ void Application::spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x
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if (!charRenderer->loadModel(model, modelId)) {
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LOG_WARNING("Failed to load creature model: ", m2Path);
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creaturePermanentFailureGuids_.insert(guid);
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return;
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}
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@ -2497,7 +2496,8 @@ void Application::spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x
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// Smart filtering for bad spawn data:
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// - If over ocean AND at continental height (Z > 50): bad data, skip
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// - If over ocean AND near sea level (Z <= 50): water creature, allow
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// - If over land: snap to terrain height
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// - If over land: preserve server Z for elevated platforms/roofs and only
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// correct clearly underground spawns.
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if (renderer->getTerrainManager()) {
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auto terrainH = renderer->getTerrainManager()->getHeightAt(renderPos.x, renderPos.y);
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if (!terrainH) {
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@ -2508,8 +2508,11 @@ void Application::spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x
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}
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// Low altitude = probably legitimate water creature, allow spawn at original Z
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} else {
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// Valid terrain found - snap to terrain height
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renderPos.z = *terrainH + 0.1f;
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// Keep authentic server Z for NPCs on raised geometry (e.g. flight masters).
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// Only lift up if spawn is clearly below terrain.
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if (renderPos.z < (*terrainH - 2.0f)) {
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renderPos.z = *terrainH + 0.1f;
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}
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}
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}
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@ -2763,6 +2766,7 @@ void Application::spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x
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// Track instance
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creatureInstances_[guid] = instanceId;
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creatureModelIds_[guid] = modelId;
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creaturePermanentFailureGuids_.erase(guid);
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LOG_INFO("Spawned creature: guid=0x", std::hex, guid, std::dec,
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" displayId=", displayId, " at (", x, ", ", y, ", ", z, ")");
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@ -3051,13 +3055,43 @@ void Application::spawnOnlineGameObject(uint64_t guid, uint32_t entry, uint32_t
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void Application::processCreatureSpawnQueue() {
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if (pendingCreatureSpawns_.empty()) return;
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if (!creatureLookupsBuilt_) {
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buildCreatureDisplayLookups();
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if (!creatureLookupsBuilt_) return;
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}
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int spawned = 0;
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while (!pendingCreatureSpawns_.empty() && spawned < MAX_SPAWNS_PER_FRAME) {
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auto& s = pendingCreatureSpawns_.front();
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int processed = 0;
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while (!pendingCreatureSpawns_.empty() && processed < MAX_SPAWNS_PER_FRAME) {
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PendingCreatureSpawn s = pendingCreatureSpawns_.front();
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spawnOnlineCreature(s.guid, s.displayId, s.x, s.y, s.z, s.orientation);
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pendingCreatureSpawns_.erase(pendingCreatureSpawns_.begin());
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spawned++;
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pendingCreatureSpawnGuids_.erase(s.guid);
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// If spawn still failed, retry for a limited number of frames.
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if (!creatureInstances_.count(s.guid)) {
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if (creaturePermanentFailureGuids_.erase(s.guid) > 0) {
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creatureSpawnRetryCounts_.erase(s.guid);
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processed++;
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continue;
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}
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uint16_t retries = 0;
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auto it = creatureSpawnRetryCounts_.find(s.guid);
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if (it != creatureSpawnRetryCounts_.end()) {
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retries = it->second;
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}
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if (retries < MAX_CREATURE_SPAWN_RETRIES) {
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creatureSpawnRetryCounts_[s.guid] = static_cast<uint8_t>(retries + 1);
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pendingCreatureSpawns_.push_back(s);
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pendingCreatureSpawnGuids_.insert(s.guid);
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} else {
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creatureSpawnRetryCounts_.erase(s.guid);
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LOG_WARNING("Dropping creature spawn after retries: guid=0x", std::hex, s.guid, std::dec,
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" displayId=", s.displayId);
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}
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} else {
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creatureSpawnRetryCounts_.erase(s.guid);
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}
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processed++;
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}
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}
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@ -3090,11 +3124,9 @@ void Application::processPendingMount() {
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// Check model cache
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uint32_t modelId = 0;
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bool modelCached = false;
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auto cacheIt = displayIdModelCache_.find(mountDisplayId);
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if (cacheIt != displayIdModelCache_.end()) {
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modelId = cacheIt->second;
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modelCached = true;
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} else {
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modelId = nextCreatureModelId_++;
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@ -3142,73 +3174,72 @@ void Application::processPendingMount() {
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displayIdModelCache_[mountDisplayId] = modelId;
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}
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// Apply creature skin textures from CreatureDisplayInfo.dbc
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if (!modelCached) {
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auto itDisplayData = displayDataMap_.find(mountDisplayId);
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if (itDisplayData != displayDataMap_.end()) {
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CreatureDisplayData dispData = itDisplayData->second;
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// If this displayId has no skins, try to find another displayId for the same model with skins.
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if (dispData.skin1.empty() && dispData.skin2.empty() && dispData.skin3.empty()) {
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uint32_t modelId = dispData.modelId;
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int bestScore = -1;
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for (const auto& [dispId, data] : displayDataMap_) {
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if (data.modelId != modelId) continue;
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int score = 0;
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if (!data.skin1.empty()) score += 3;
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if (!data.skin2.empty()) score += 2;
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if (!data.skin3.empty()) score += 1;
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if (score > bestScore) {
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bestScore = score;
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dispData = data;
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}
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// Apply creature skin textures from CreatureDisplayInfo.dbc.
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// Re-apply even for cached models so transient failures can self-heal.
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auto itDisplayData = displayDataMap_.find(mountDisplayId);
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if (itDisplayData != displayDataMap_.end()) {
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CreatureDisplayData dispData = itDisplayData->second;
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// If this displayId has no skins, try to find another displayId for the same model with skins.
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if (dispData.skin1.empty() && dispData.skin2.empty() && dispData.skin3.empty()) {
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uint32_t modelId = dispData.modelId;
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int bestScore = -1;
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for (const auto& [dispId, data] : displayDataMap_) {
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if (data.modelId != modelId) continue;
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int score = 0;
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if (!data.skin1.empty()) score += 3;
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if (!data.skin2.empty()) score += 2;
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if (!data.skin3.empty()) score += 1;
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if (score > bestScore) {
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bestScore = score;
|
||||
dispData = data;
|
||||
}
|
||||
LOG_INFO("Mount skin fallback for displayId=", mountDisplayId,
|
||||
" modelId=", modelId, " skin1='", dispData.skin1,
|
||||
"' skin2='", dispData.skin2, "' skin3='", dispData.skin3, "'");
|
||||
}
|
||||
const auto* md = charRenderer->getModelData(modelId);
|
||||
if (md) {
|
||||
std::string modelDir;
|
||||
size_t lastSlash = m2Path.find_last_of("\\/");
|
||||
if (lastSlash != std::string::npos) {
|
||||
modelDir = m2Path.substr(0, lastSlash + 1);
|
||||
LOG_INFO("Mount skin fallback for displayId=", mountDisplayId,
|
||||
" modelId=", modelId, " skin1='", dispData.skin1,
|
||||
"' skin2='", dispData.skin2, "' skin3='", dispData.skin3, "'");
|
||||
}
|
||||
const auto* md = charRenderer->getModelData(modelId);
|
||||
if (md) {
|
||||
std::string modelDir;
|
||||
size_t lastSlash = m2Path.find_last_of("\\/");
|
||||
if (lastSlash != std::string::npos) {
|
||||
modelDir = m2Path.substr(0, lastSlash + 1);
|
||||
}
|
||||
int replaced = 0;
|
||||
for (size_t ti = 0; ti < md->textures.size(); ti++) {
|
||||
const auto& tex = md->textures[ti];
|
||||
std::string texPath;
|
||||
if (tex.type == 11 && !dispData.skin1.empty()) {
|
||||
texPath = modelDir + dispData.skin1 + ".blp";
|
||||
} else if (tex.type == 12 && !dispData.skin2.empty()) {
|
||||
texPath = modelDir + dispData.skin2 + ".blp";
|
||||
} else if (tex.type == 13 && !dispData.skin3.empty()) {
|
||||
texPath = modelDir + dispData.skin3 + ".blp";
|
||||
}
|
||||
int replaced = 0;
|
||||
for (size_t ti = 0; ti < md->textures.size(); ti++) {
|
||||
const auto& tex = md->textures[ti];
|
||||
std::string texPath;
|
||||
if (tex.type == 11 && !dispData.skin1.empty()) {
|
||||
texPath = modelDir + dispData.skin1 + ".blp";
|
||||
} else if (tex.type == 12 && !dispData.skin2.empty()) {
|
||||
texPath = modelDir + dispData.skin2 + ".blp";
|
||||
} else if (tex.type == 13 && !dispData.skin3.empty()) {
|
||||
texPath = modelDir + dispData.skin3 + ".blp";
|
||||
}
|
||||
if (!texPath.empty()) {
|
||||
GLuint skinTex = charRenderer->loadTexture(texPath);
|
||||
if (skinTex != 0) {
|
||||
charRenderer->setModelTexture(modelId, static_cast<uint32_t>(ti), skinTex);
|
||||
replaced++;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Some mounts (gryphon/wyvern) use empty model textures; force skin1 onto slot 0.
|
||||
if (replaced == 0 && !dispData.skin1.empty() && !md->textures.empty()) {
|
||||
std::string texPath = modelDir + dispData.skin1 + ".blp";
|
||||
if (!texPath.empty()) {
|
||||
GLuint skinTex = charRenderer->loadTexture(texPath);
|
||||
if (skinTex != 0) {
|
||||
charRenderer->setModelTexture(modelId, 0, skinTex);
|
||||
LOG_INFO("Forced mount skin1 texture on slot 0: ", texPath);
|
||||
}
|
||||
} else if (replaced == 0 && !md->textures.empty() && !md->textures[0].filename.empty()) {
|
||||
// Last-resort: use the model's first texture filename if it exists.
|
||||
GLuint texId = charRenderer->loadTexture(md->textures[0].filename);
|
||||
if (texId != 0) {
|
||||
charRenderer->setModelTexture(modelId, 0, texId);
|
||||
LOG_INFO("Forced mount model texture on slot 0: ", md->textures[0].filename);
|
||||
charRenderer->setModelTexture(modelId, static_cast<uint32_t>(ti), skinTex);
|
||||
replaced++;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Some mounts (gryphon/wyvern) use empty model textures; force skin1 onto slot 0.
|
||||
if (replaced == 0 && !dispData.skin1.empty() && !md->textures.empty()) {
|
||||
std::string texPath = modelDir + dispData.skin1 + ".blp";
|
||||
GLuint skinTex = charRenderer->loadTexture(texPath);
|
||||
if (skinTex != 0) {
|
||||
charRenderer->setModelTexture(modelId, 0, skinTex);
|
||||
LOG_INFO("Forced mount skin1 texture on slot 0: ", texPath);
|
||||
}
|
||||
} else if (replaced == 0 && !md->textures.empty() && !md->textures[0].filename.empty()) {
|
||||
// Last-resort: use the model's first texture filename if it exists.
|
||||
GLuint texId = charRenderer->loadTexture(md->textures[0].filename);
|
||||
if (texId != 0) {
|
||||
charRenderer->setModelTexture(modelId, 0, texId);
|
||||
LOG_INFO("Forced mount model texture on slot 0: ", md->textures[0].filename);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -3255,6 +3286,10 @@ void Application::processPendingMount() {
|
|||
}
|
||||
|
||||
void Application::despawnOnlineCreature(uint64_t guid) {
|
||||
pendingCreatureSpawnGuids_.erase(guid);
|
||||
creatureSpawnRetryCounts_.erase(guid);
|
||||
creaturePermanentFailureGuids_.erase(guid);
|
||||
|
||||
auto it = creatureInstances_.find(guid);
|
||||
if (it == creatureInstances_.end()) return;
|
||||
|
||||
|
|
|
|||
|
|
@ -288,24 +288,6 @@ void GameHandler::update(float deltaTime) {
|
|||
}
|
||||
}
|
||||
|
||||
// Mounting delay for taxi (terrain + M2 model precache time)
|
||||
if (taxiMountingDelay_) {
|
||||
taxiMountingTimer_ += deltaTime;
|
||||
// 5 second delay for terrain and M2 models to load and upload to VRAM
|
||||
if (taxiMountingTimer_ >= 5.0f) {
|
||||
taxiMountingDelay_ = false;
|
||||
taxiMountingTimer_ = 0.0f;
|
||||
// Upload all precached tiles to GPU before flight starts
|
||||
if (taxiFlightStartCallback_) {
|
||||
taxiFlightStartCallback_();
|
||||
}
|
||||
if (!taxiPendingPath_.empty()) {
|
||||
startClientTaxiPath(taxiPendingPath_);
|
||||
taxiPendingPath_.clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto taxiEnd = std::chrono::high_resolution_clock::now();
|
||||
taxiTime += std::chrono::duration<float, std::milli>(taxiEnd - taxiStart).count();
|
||||
|
||||
|
|
@ -1524,6 +1506,8 @@ void GameHandler::selectCharacter(uint64_t characterGuid) {
|
|||
playerXp_ = 0;
|
||||
playerNextLevelXp_ = 0;
|
||||
serverPlayerLevel_ = 1;
|
||||
std::fill(playerExploredZones_.begin(), playerExploredZones_.end(), 0u);
|
||||
hasPlayerExploredZones_ = false;
|
||||
playerSkills_.clear();
|
||||
questLog_.clear();
|
||||
npcQuestStatus_.clear();
|
||||
|
|
@ -2235,6 +2219,7 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
|
|||
if (applyInventoryFields(block.fields)) slotsChanged = true;
|
||||
if (slotsChanged) rebuildOnlineInventory();
|
||||
extractSkillFields(lastPlayerFields_);
|
||||
extractExploredZoneFields(lastPlayerFields_);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
|
@ -2251,6 +2236,8 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
|
|||
if (entity->getType() == ObjectType::UNIT || entity->getType() == ObjectType::PLAYER) {
|
||||
auto unit = std::static_pointer_cast<Unit>(entity);
|
||||
constexpr uint32_t UNIT_DYNFLAG_DEAD = 0x0008;
|
||||
uint32_t oldDisplayId = unit->getDisplayId();
|
||||
bool displayIdChanged = false;
|
||||
for (const auto& [key, val] : block.fields) {
|
||||
switch (key) {
|
||||
case 24: {
|
||||
|
|
@ -2316,7 +2303,12 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
|
|||
unit->setFactionTemplate(val);
|
||||
unit->setHostile(isHostileFaction(val));
|
||||
break;
|
||||
case 67: unit->setDisplayId(val); break; // UNIT_FIELD_DISPLAYID
|
||||
case 67:
|
||||
if (val != unit->getDisplayId()) {
|
||||
unit->setDisplayId(val);
|
||||
displayIdChanged = true;
|
||||
}
|
||||
break; // UNIT_FIELD_DISPLAYID
|
||||
case 69: // UNIT_FIELD_MOUNTDISPLAYID
|
||||
if (block.guid == playerGuid) {
|
||||
uint32_t old = currentMountDisplayId_;
|
||||
|
|
@ -2333,6 +2325,22 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
|
|||
default: break;
|
||||
}
|
||||
}
|
||||
|
||||
// Some units are created without displayId and get it later via VALUES.
|
||||
if (entity->getType() == ObjectType::UNIT &&
|
||||
displayIdChanged &&
|
||||
unit->getDisplayId() != 0 &&
|
||||
unit->getDisplayId() != oldDisplayId) {
|
||||
if (creatureSpawnCallback_) {
|
||||
creatureSpawnCallback_(block.guid, unit->getDisplayId(),
|
||||
unit->getX(), unit->getY(), unit->getZ(), unit->getOrientation());
|
||||
}
|
||||
if ((unit->getNpcFlags() & 0x02) && socket) {
|
||||
network::Packet qsPkt(static_cast<uint16_t>(Opcode::CMSG_QUESTGIVER_STATUS_QUERY));
|
||||
qsPkt.writeUInt64(block.guid);
|
||||
socket->send(qsPkt);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Update XP / inventory slot / skill fields for player entity
|
||||
if (block.guid == playerGuid) {
|
||||
|
|
@ -2387,6 +2395,7 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
|
|||
if (applyInventoryFields(block.fields)) slotsChanged = true;
|
||||
if (slotsChanged) rebuildOnlineInventory();
|
||||
extractSkillFields(lastPlayerFields_);
|
||||
extractExploredZoneFields(lastPlayerFields_);
|
||||
}
|
||||
|
||||
// Update item stack count for online items
|
||||
|
|
@ -6125,10 +6134,12 @@ void GameHandler::startClientTaxiPath(const std::vector<uint32_t>& pathNodes) {
|
|||
glm::vec3 start = taxiClientPath_[0];
|
||||
glm::vec3 end = taxiClientPath_[1];
|
||||
glm::vec3 dir = end - start;
|
||||
float dirLen = glm::length(dir);
|
||||
if (dirLen < 0.001f) return;
|
||||
float initialOrientation = std::atan2(dir.y, dir.x) - 1.57079632679f;
|
||||
|
||||
// Calculate initial pitch from altitude change
|
||||
glm::vec3 dirNorm = glm::normalize(dir);
|
||||
glm::vec3 dirNorm = dir / dirLen;
|
||||
float initialPitch = std::asin(std::clamp(dirNorm.z, -1.0f, 1.0f));
|
||||
float initialRoll = 0.0f; // No initial banking
|
||||
|
||||
|
|
@ -6218,12 +6229,21 @@ void GameHandler::updateClientTaxi(float deltaTime) {
|
|||
2.0f * (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * t +
|
||||
3.0f * (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t2
|
||||
);
|
||||
float tangentLen = glm::length(tangent);
|
||||
if (tangentLen < 0.0001f) {
|
||||
tangent = dir;
|
||||
tangentLen = glm::length(tangent);
|
||||
if (tangentLen < 0.0001f) {
|
||||
tangent = glm::vec3(std::cos(movementInfo.orientation), std::sin(movementInfo.orientation), 0.0f);
|
||||
tangentLen = glm::length(tangent);
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate yaw from horizontal direction
|
||||
float targetOrientation = std::atan2(tangent.y, tangent.x) - 1.57079632679f;
|
||||
|
||||
// Calculate pitch from vertical component (altitude change)
|
||||
glm::vec3 tangentNorm = glm::normalize(tangent);
|
||||
glm::vec3 tangentNorm = tangent / std::max(tangentLen, 0.0001f);
|
||||
float pitch = std::asin(std::clamp(tangentNorm.z, -1.0f, 1.0f));
|
||||
|
||||
// Calculate roll (banking) from rate of yaw change
|
||||
|
|
@ -6419,12 +6439,7 @@ void GameHandler::activateTaxi(uint32_t destNodeId) {
|
|||
applyTaxiMountForCurrentNode();
|
||||
}
|
||||
|
||||
// Start mounting delay (gives terrain precache time to load)
|
||||
taxiMountingDelay_ = true;
|
||||
taxiMountingTimer_ = 0.0f;
|
||||
taxiPendingPath_ = path;
|
||||
|
||||
// Trigger terrain precache immediately (uses mounting delay time to load)
|
||||
// Trigger terrain precache immediately (non-blocking).
|
||||
if (taxiPrecacheCallback_) {
|
||||
std::vector<glm::vec3> previewPath;
|
||||
// Build full spline path using TaxiPathNode waypoints
|
||||
|
|
@ -6455,7 +6470,13 @@ void GameHandler::activateTaxi(uint32_t destNodeId) {
|
|||
}
|
||||
}
|
||||
|
||||
addSystemChatMessage("Mounting for flight...");
|
||||
// Flight starts immediately; upload callback stays opportunistic/non-blocking.
|
||||
if (taxiFlightStartCallback_) {
|
||||
taxiFlightStartCallback_();
|
||||
}
|
||||
startClientTaxiPath(path);
|
||||
|
||||
addSystemChatMessage("Flight started.");
|
||||
|
||||
// Save recovery target in case of disconnect during taxi.
|
||||
auto destIt = taxiNodes_.find(destNodeId);
|
||||
|
|
@ -6804,6 +6825,25 @@ void GameHandler::extractSkillFields(const std::map<uint16_t, uint32_t>& fields)
|
|||
playerSkills_ = std::move(newSkills);
|
||||
}
|
||||
|
||||
void GameHandler::extractExploredZoneFields(const std::map<uint16_t, uint32_t>& fields) {
|
||||
if (playerExploredZones_.size() != PLAYER_EXPLORED_ZONES_COUNT) {
|
||||
playerExploredZones_.assign(PLAYER_EXPLORED_ZONES_COUNT, 0u);
|
||||
}
|
||||
|
||||
bool foundAny = false;
|
||||
for (size_t i = 0; i < PLAYER_EXPLORED_ZONES_COUNT; i++) {
|
||||
const uint16_t fieldIdx = static_cast<uint16_t>(PLAYER_EXPLORED_ZONES_START + i);
|
||||
auto it = fields.find(fieldIdx);
|
||||
if (it == fields.end()) continue;
|
||||
playerExploredZones_[i] = it->second;
|
||||
foundAny = true;
|
||||
}
|
||||
|
||||
if (foundAny) {
|
||||
hasPlayerExploredZones_ = true;
|
||||
}
|
||||
}
|
||||
|
||||
std::string GameHandler::getCharacterConfigDir() {
|
||||
std::string dir;
|
||||
#ifdef _WIN32
|
||||
|
|
|
|||
|
|
@ -2,6 +2,7 @@
|
|||
#include "core/logger.hpp"
|
||||
#include <cstdlib>
|
||||
#include <ctime>
|
||||
#include <unordered_set>
|
||||
|
||||
namespace wowee {
|
||||
namespace game {
|
||||
|
|
@ -112,5 +113,20 @@ std::string ZoneManager::getRandomMusic(uint32_t zoneId) const {
|
|||
return paths[std::rand() % paths.size()];
|
||||
}
|
||||
|
||||
std::vector<std::string> ZoneManager::getAllMusicPaths() const {
|
||||
std::vector<std::string> out;
|
||||
std::unordered_set<std::string> seen;
|
||||
for (const auto& [zoneId, zone] : zones) {
|
||||
(void)zoneId;
|
||||
for (const auto& path : zone.musicPaths) {
|
||||
if (path.empty()) continue;
|
||||
if (seen.insert(path).second) {
|
||||
out.push_back(path);
|
||||
}
|
||||
}
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
} // namespace game
|
||||
} // namespace wowee
|
||||
|
|
|
|||
|
|
@ -68,12 +68,8 @@ BLPImage AssetManager::loadTexture(const std::string& path) {
|
|||
|
||||
LOG_DEBUG("Loading texture: ", normalizedPath);
|
||||
|
||||
// Read BLP file from MPQ (must hold readMutex — StormLib is not thread-safe)
|
||||
std::vector<uint8_t> blpData;
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(readMutex);
|
||||
blpData = mpqManager.readFile(normalizedPath);
|
||||
}
|
||||
// Route through readFile() so decompressed MPQ bytes participate in file cache.
|
||||
std::vector<uint8_t> blpData = readFile(normalizedPath);
|
||||
if (blpData.empty()) {
|
||||
LOG_WARNING("Texture not found: ", normalizedPath);
|
||||
return BLPImage();
|
||||
|
|
|
|||
|
|
@ -323,7 +323,8 @@ GLuint CharacterRenderer::loadTexture(const std::string& path) {
|
|||
auto blpImage = assetManager->loadTexture(path);
|
||||
if (!blpImage.isValid()) {
|
||||
core::Logger::getInstance().warning("Failed to load texture: ", path);
|
||||
textureCache[path] = whiteTexture;
|
||||
// Do not cache failures as white. Some asset reads can fail transiently and
|
||||
// we want later retries (e.g., mount skins loaded shortly after model spawn).
|
||||
return whiteTexture;
|
||||
}
|
||||
|
||||
|
|
@ -1257,6 +1258,26 @@ void CharacterRenderer::render(const Camera& camera, const glm::mat4& view, cons
|
|||
glBindVertexArray(gpuModel.vao);
|
||||
|
||||
if (!gpuModel.data.batches.empty()) {
|
||||
bool applyGeosetFilter = !instance.activeGeosets.empty();
|
||||
if (applyGeosetFilter) {
|
||||
bool hasRenderableGeoset = false;
|
||||
for (const auto& batch : gpuModel.data.batches) {
|
||||
if (instance.activeGeosets.find(batch.submeshId) != instance.activeGeosets.end()) {
|
||||
hasRenderableGeoset = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!hasRenderableGeoset) {
|
||||
static std::unordered_set<uint32_t> loggedGeosetFallback;
|
||||
if (loggedGeosetFallback.insert(instance.id).second) {
|
||||
LOG_WARNING("Geoset filter matched no batches for instance ",
|
||||
instance.id, " (model ", instance.modelId,
|
||||
"); rendering all batches as fallback");
|
||||
}
|
||||
applyGeosetFilter = false;
|
||||
}
|
||||
}
|
||||
|
||||
// One-time debug dump of rendered batches per model
|
||||
static std::unordered_set<uint32_t> dumpedModels;
|
||||
if (dumpedModels.find(instance.modelId) == dumpedModels.end()) {
|
||||
|
|
@ -1264,7 +1285,7 @@ void CharacterRenderer::render(const Camera& camera, const glm::mat4& view, cons
|
|||
int bIdx = 0;
|
||||
int rendered = 0, skipped = 0;
|
||||
for (const auto& b : gpuModel.data.batches) {
|
||||
bool filtered = !instance.activeGeosets.empty() &&
|
||||
bool filtered = applyGeosetFilter &&
|
||||
(b.submeshId / 100 != 0) &&
|
||||
instance.activeGeosets.find(b.submeshId) == instance.activeGeosets.end();
|
||||
|
||||
|
|
@ -1304,7 +1325,7 @@ void CharacterRenderer::render(const Camera& camera, const glm::mat4& view, cons
|
|||
// For character models, group 0 (body/scalp) is also filtered so that only
|
||||
// the correct scalp mesh renders (not all overlapping variants).
|
||||
for (const auto& batch : gpuModel.data.batches) {
|
||||
if (!instance.activeGeosets.empty()) {
|
||||
if (applyGeosetFilter) {
|
||||
if (instance.activeGeosets.find(batch.submeshId) == instance.activeGeosets.end()) {
|
||||
continue;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1661,14 +1661,13 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
|
|||
shader->setUniform("uProjection", projection);
|
||||
shader->setUniform("uLightDir", lightDir);
|
||||
shader->setUniform("uLightColor", lightColor);
|
||||
shader->setUniform("uSpecularIntensity", onTaxi_ ? 0.0f : 0.5f); // Disable specular during taxi for performance
|
||||
shader->setUniform("uSpecularIntensity", 0.5f);
|
||||
shader->setUniform("uAmbientColor", ambientColor);
|
||||
shader->setUniform("uViewPos", camera.getPosition());
|
||||
shader->setUniform("uFogColor", fogColor);
|
||||
shader->setUniform("uFogStart", fogStart);
|
||||
shader->setUniform("uFogEnd", fogEnd);
|
||||
// Disable shadows during taxi for better performance
|
||||
bool useShadows = shadowEnabled && !onTaxi_;
|
||||
bool useShadows = shadowEnabled;
|
||||
shader->setUniform("uShadowEnabled", useShadows ? 1 : 0);
|
||||
shader->setUniform("uShadowStrength", 0.65f);
|
||||
if (useShadows) {
|
||||
|
|
@ -1681,7 +1680,7 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
|
|||
lastDrawCallCount = 0;
|
||||
|
||||
// Adaptive render distance: balanced for performance without excessive pop-in
|
||||
const float maxRenderDistance = onTaxi_ ? 700.0f : (instances.size() > 2000) ? 350.0f : 1000.0f;
|
||||
const float maxRenderDistance = (instances.size() > 2000) ? 350.0f : 1000.0f;
|
||||
const float maxRenderDistanceSq = maxRenderDistance * maxRenderDistance;
|
||||
const float fadeStartFraction = 0.75f;
|
||||
const glm::vec3 camPos = camera.getPosition();
|
||||
|
|
@ -1787,22 +1786,6 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
|
|||
|
||||
const M2ModelGPU& model = *currentModel;
|
||||
|
||||
// Relaxed culling during taxi (VRAM caching eliminates loading hitches)
|
||||
if (onTaxi_) {
|
||||
// Skip tiny props (barrels, crates, small debris)
|
||||
if (model.boundRadius < 2.0f) {
|
||||
continue;
|
||||
}
|
||||
// Skip small ground foliage (bushes, flowers) but keep trees
|
||||
if (model.collisionNoBlock && model.boundRadius < 5.0f) {
|
||||
continue;
|
||||
}
|
||||
// Skip deep underwater objects (opaque water hides them anyway)
|
||||
if (instance.position.z < -10.0f) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// Distance-based fade alpha for smooth pop-in (squared-distance, no sqrt)
|
||||
float fadeAlpha = 1.0f;
|
||||
float fadeFrac = model.disableAnimation ? 0.55f : fadeStartFraction;
|
||||
|
|
|
|||
|
|
@ -557,6 +557,9 @@ void Renderer::setCharacterFollow(uint32_t instanceId) {
|
|||
void Renderer::setMounted(uint32_t mountInstId, uint32_t mountDisplayId, float heightOffset) {
|
||||
mountInstanceId_ = mountInstId;
|
||||
mountHeightOffset_ = heightOffset;
|
||||
mountSeatAttachmentId_ = -1;
|
||||
smoothedMountSeatPos_ = characterPosition;
|
||||
mountSeatSmoothingInit_ = false;
|
||||
mountAction_ = MountAction::None; // Clear mount action state
|
||||
mountActionPhase_ = 0;
|
||||
charAnimState = CharAnimState::MOUNT;
|
||||
|
|
@ -796,6 +799,9 @@ void Renderer::clearMount() {
|
|||
mountHeightOffset_ = 0.0f;
|
||||
mountPitch_ = 0.0f;
|
||||
mountRoll_ = 0.0f;
|
||||
mountSeatAttachmentId_ = -1;
|
||||
smoothedMountSeatPos_ = glm::vec3(0.0f);
|
||||
mountSeatSmoothingInit_ = false;
|
||||
mountAction_ = MountAction::None;
|
||||
mountActionPhase_ = 0;
|
||||
charAnimState = CharAnimState::IDLE;
|
||||
|
|
@ -954,6 +960,10 @@ void Renderer::updateCharacterAnimation() {
|
|||
if (mountInstanceId_ > 0) {
|
||||
characterRenderer->setInstancePosition(mountInstanceId_, characterPosition);
|
||||
float yawRad = glm::radians(characterYaw);
|
||||
if (taxiFlight_) {
|
||||
// Taxi mounts commonly use a different model-forward axis than player rigs.
|
||||
yawRad += 1.57079632679f;
|
||||
}
|
||||
|
||||
// Procedural lean into turns (ground mounts only, optional enhancement)
|
||||
if (!taxiFlight_ && moving && lastDeltaTime_ > 0.0f) {
|
||||
|
|
@ -1164,22 +1174,53 @@ void Renderer::updateCharacterAnimation() {
|
|||
|
||||
// Use mount's attachment point for proper bone-driven rider positioning
|
||||
glm::mat4 mountSeatTransform;
|
||||
if (characterRenderer->getAttachmentTransform(mountInstanceId_, 0, mountSeatTransform)) {
|
||||
bool haveSeat = false;
|
||||
if (mountSeatAttachmentId_ >= 0) {
|
||||
haveSeat = characterRenderer->getAttachmentTransform(
|
||||
mountInstanceId_, static_cast<uint32_t>(mountSeatAttachmentId_), mountSeatTransform);
|
||||
} else if (mountSeatAttachmentId_ == -1) {
|
||||
// Probe common rider seat attachment IDs once per mount.
|
||||
static constexpr uint32_t kSeatAttachments[] = {0, 5, 6, 7, 8};
|
||||
for (uint32_t attId : kSeatAttachments) {
|
||||
if (characterRenderer->getAttachmentTransform(mountInstanceId_, attId, mountSeatTransform)) {
|
||||
mountSeatAttachmentId_ = static_cast<int>(attId);
|
||||
haveSeat = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!haveSeat) {
|
||||
mountSeatAttachmentId_ = -2;
|
||||
}
|
||||
}
|
||||
|
||||
if (haveSeat) {
|
||||
// Extract position from mount seat transform (attachment point already includes proper seat height)
|
||||
glm::vec3 mountSeatPos = glm::vec3(mountSeatTransform[3]);
|
||||
|
||||
// Apply small vertical offset to reduce foot clipping (mount attachment point has correct X/Y)
|
||||
glm::vec3 seatOffset = glm::vec3(0.0f, 0.0f, 0.2f);
|
||||
// Keep seat offset minimal; large offsets amplify visible bobble.
|
||||
glm::vec3 seatOffset = glm::vec3(0.0f, 0.0f, taxiFlight_ ? 0.04f : 0.08f);
|
||||
glm::vec3 targetRiderPos = mountSeatPos + seatOffset;
|
||||
if (!mountSeatSmoothingInit_) {
|
||||
smoothedMountSeatPos_ = targetRiderPos;
|
||||
mountSeatSmoothingInit_ = true;
|
||||
} else {
|
||||
float smoothHz = taxiFlight_ ? 10.0f : 14.0f;
|
||||
float alpha = 1.0f - std::exp(-smoothHz * std::max(lastDeltaTime_, 0.001f));
|
||||
smoothedMountSeatPos_ = glm::mix(smoothedMountSeatPos_, targetRiderPos, alpha);
|
||||
}
|
||||
|
||||
// Position rider at mount seat
|
||||
characterRenderer->setInstancePosition(characterInstanceId, mountSeatPos + seatOffset);
|
||||
characterRenderer->setInstancePosition(characterInstanceId, smoothedMountSeatPos_);
|
||||
|
||||
// Rider uses character facing yaw, not mount bone rotation
|
||||
// (rider faces character direction, seat bone only provides position)
|
||||
float yawRad = glm::radians(characterYaw);
|
||||
characterRenderer->setInstanceRotation(characterInstanceId, glm::vec3(0.0f, 0.0f, yawRad));
|
||||
float riderPitch = taxiFlight_ ? mountPitch_ * 0.35f : 0.0f;
|
||||
float riderRoll = taxiFlight_ ? mountRoll_ * 0.35f : 0.0f;
|
||||
characterRenderer->setInstanceRotation(characterInstanceId, glm::vec3(riderPitch, riderRoll, yawRad));
|
||||
} else {
|
||||
// Fallback to old manual positioning if attachment not found
|
||||
mountSeatSmoothingInit_ = false;
|
||||
float yawRad = glm::radians(characterYaw);
|
||||
glm::mat4 mountRotation = glm::mat4(1.0f);
|
||||
mountRotation = glm::rotate(mountRotation, yawRad, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
|
|
@ -2385,9 +2426,7 @@ void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) {
|
|||
}
|
||||
|
||||
// Render weather particles (after terrain/water, before characters)
|
||||
// Skip during taxi flights for performance and visual clarity
|
||||
bool onTaxi = cameraController && cameraController->isOnTaxi();
|
||||
if (weather && camera && !onTaxi) {
|
||||
if (weather && camera) {
|
||||
weather->render(*camera);
|
||||
}
|
||||
|
||||
|
|
@ -2430,11 +2469,8 @@ void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) {
|
|||
}
|
||||
auto m2Start = std::chrono::steady_clock::now();
|
||||
m2Renderer->render(*camera, view, projection);
|
||||
// Skip particle fog during taxi (expensive and visually distracting)
|
||||
if (!onTaxi) {
|
||||
m2Renderer->renderSmokeParticles(*camera, view, projection);
|
||||
m2Renderer->renderM2Particles(view, projection);
|
||||
}
|
||||
m2Renderer->renderSmokeParticles(*camera, view, projection);
|
||||
m2Renderer->renderM2Particles(view, projection);
|
||||
auto m2End = std::chrono::steady_clock::now();
|
||||
lastM2RenderMs = std::chrono::duration<double, std::milli>(m2End - m2Start).count();
|
||||
}
|
||||
|
|
@ -2807,6 +2843,23 @@ bool Renderer::loadTestTerrain(pipeline::AssetManager* assetManager, const std::
|
|||
if (questMarkerRenderer) {
|
||||
questMarkerRenderer->initialize(assetManager);
|
||||
}
|
||||
|
||||
// Prewarm frequently used zone/tavern music so zone transitions don't stall on MPQ I/O.
|
||||
if (zoneManager) {
|
||||
for (const auto& musicPath : zoneManager->getAllMusicPaths()) {
|
||||
musicManager->preloadMusic(musicPath);
|
||||
}
|
||||
}
|
||||
static const std::vector<std::string> tavernTracks = {
|
||||
"Sound\\Music\\ZoneMusic\\TavernAlliance\\TavernAlliance01.mp3",
|
||||
"Sound\\Music\\ZoneMusic\\TavernAlliance\\TavernAlliance02.mp3",
|
||||
"Sound\\Music\\ZoneMusic\\TavernHuman\\RA_HumanTavern1A.mp3",
|
||||
"Sound\\Music\\ZoneMusic\\TavernHuman\\RA_HumanTavern2A.mp3",
|
||||
};
|
||||
for (const auto& musicPath : tavernTracks) {
|
||||
musicManager->preloadMusic(musicPath);
|
||||
}
|
||||
|
||||
cachedAssetManager = assetManager;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -75,6 +75,17 @@ void WorldMap::setMapName(const std::string& name) {
|
|||
viewLevel = ViewLevel::WORLD;
|
||||
}
|
||||
|
||||
void WorldMap::setServerExplorationMask(const std::vector<uint32_t>& masks, bool hasData) {
|
||||
if (!hasData || masks.empty()) {
|
||||
hasServerExplorationMask = false;
|
||||
serverExplorationMask.clear();
|
||||
return;
|
||||
}
|
||||
|
||||
hasServerExplorationMask = true;
|
||||
serverExplorationMask = masks;
|
||||
}
|
||||
|
||||
// --------------------------------------------------------
|
||||
// GL resource creation
|
||||
// --------------------------------------------------------
|
||||
|
|
@ -195,7 +206,22 @@ void WorldMap::loadZonesFromDBC() {
|
|||
}
|
||||
}
|
||||
|
||||
// Step 2: Load ALL WorldMapArea records for this mapID
|
||||
// Step 2: Load AreaTable explore flags by areaID.
|
||||
std::unordered_map<uint32_t, uint32_t> exploreFlagByAreaId;
|
||||
auto areaDbc = assetManager->loadDBC("AreaTable.dbc");
|
||||
if (areaDbc && areaDbc->isLoaded() && areaDbc->getFieldCount() > 3) {
|
||||
for (uint32_t i = 0; i < areaDbc->getRecordCount(); i++) {
|
||||
const uint32_t areaId = areaDbc->getUInt32(i, 0);
|
||||
const uint32_t exploreFlag = areaDbc->getUInt32(i, 3);
|
||||
if (areaId != 0) {
|
||||
exploreFlagByAreaId[areaId] = exploreFlag;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
LOG_WARNING("WorldMap: AreaTable.dbc missing or unexpected format; server exploration may be incomplete");
|
||||
}
|
||||
|
||||
// Step 3: Load ALL WorldMapArea records for this mapID
|
||||
auto wmaDbc = assetManager->loadDBC("WorldMapArea.dbc");
|
||||
if (!wmaDbc || !wmaDbc->isLoaded()) {
|
||||
LOG_WARNING("WorldMap: WorldMapArea.dbc not found");
|
||||
|
|
@ -224,6 +250,10 @@ void WorldMap::loadZonesFromDBC() {
|
|||
zone.locBottom = wmaDbc->getFloat(i, 7);
|
||||
zone.displayMapID = wmaDbc->getUInt32(i, 8);
|
||||
zone.parentWorldMapID = wmaDbc->getUInt32(i, 10);
|
||||
auto exploreIt = exploreFlagByAreaId.find(zone.areaID);
|
||||
if (exploreIt != exploreFlagByAreaId.end()) {
|
||||
zone.exploreFlag = exploreIt->second;
|
||||
}
|
||||
|
||||
int idx = static_cast<int>(zones.size());
|
||||
|
||||
|
|
@ -728,9 +758,66 @@ glm::vec2 WorldMap::renderPosToMapUV(const glm::vec3& renderPos, int zoneIdx) co
|
|||
// --------------------------------------------------------
|
||||
|
||||
void WorldMap::updateExploration(const glm::vec3& playerRenderPos) {
|
||||
int zoneIdx = findZoneForPlayer(playerRenderPos);
|
||||
if (zoneIdx >= 0) {
|
||||
exploredZones.insert(zoneIdx);
|
||||
auto isExploreFlagSet = [this](uint32_t flag) -> bool {
|
||||
if (!hasServerExplorationMask || serverExplorationMask.empty() || flag == 0) return false;
|
||||
|
||||
const auto isSet = [this](uint32_t bitIndex) -> bool {
|
||||
const size_t word = bitIndex / 32;
|
||||
if (word >= serverExplorationMask.size()) return false;
|
||||
const uint32_t bit = bitIndex % 32;
|
||||
return (serverExplorationMask[word] & (1u << bit)) != 0;
|
||||
};
|
||||
|
||||
// Most cores use zero-based bit indices; some data behaves one-based.
|
||||
if (isSet(flag)) return true;
|
||||
if (flag > 0 && isSet(flag - 1)) return true;
|
||||
return false;
|
||||
};
|
||||
|
||||
bool markedAny = false;
|
||||
if (hasServerExplorationMask) {
|
||||
exploredZones.clear();
|
||||
for (int i = 0; i < static_cast<int>(zones.size()); i++) {
|
||||
const auto& z = zones[i];
|
||||
if (z.areaID == 0 || z.exploreFlag == 0) continue;
|
||||
if (isExploreFlagSet(z.exploreFlag)) {
|
||||
exploredZones.insert(i);
|
||||
markedAny = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Fall back to local bounds-based reveal if server masks are missing/unusable.
|
||||
if (markedAny) return;
|
||||
|
||||
float wowX = playerRenderPos.y; // north/south
|
||||
float wowY = playerRenderPos.x; // west/east
|
||||
|
||||
for (int i = 0; i < static_cast<int>(zones.size()); i++) {
|
||||
const auto& z = zones[i];
|
||||
if (z.areaID == 0) continue; // skip continent-level entries
|
||||
|
||||
float minX = std::min(z.locLeft, z.locRight);
|
||||
float maxX = std::max(z.locLeft, z.locRight);
|
||||
float minY = std::min(z.locTop, z.locBottom);
|
||||
float maxY = std::max(z.locTop, z.locBottom);
|
||||
float spanX = maxX - minX;
|
||||
float spanY = maxY - minY;
|
||||
if (spanX < 0.001f || spanY < 0.001f) continue;
|
||||
|
||||
bool contains = (wowX >= minX && wowX <= maxX && wowY >= minY && wowY <= maxY);
|
||||
if (contains) {
|
||||
exploredZones.insert(i);
|
||||
markedAny = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Fallback for imperfect DBC bounds: reveal nearest zone so exploration still progresses.
|
||||
if (!markedAny) {
|
||||
int zoneIdx = findZoneForPlayer(playerRenderPos);
|
||||
if (zoneIdx >= 0) {
|
||||
exploredZones.insert(zoneIdx);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -791,11 +878,16 @@ void WorldMap::render(const glm::vec3& playerRenderPos, int screenWidth, int scr
|
|||
return;
|
||||
}
|
||||
|
||||
// Mouse wheel: scroll up = zoom in, scroll down = zoom out
|
||||
// Mouse wheel: scroll up = zoom in, scroll down = zoom out.
|
||||
// Use both ImGui and raw input wheel deltas for reliability across frame order/capture paths.
|
||||
auto& io = ImGui::GetIO();
|
||||
if (io.MouseWheel > 0.0f) {
|
||||
float wheelDelta = io.MouseWheel;
|
||||
if (std::abs(wheelDelta) < 0.001f) {
|
||||
wheelDelta = input.getMouseWheelDelta();
|
||||
}
|
||||
if (wheelDelta > 0.0f) {
|
||||
zoomIn(playerRenderPos);
|
||||
} else if (io.MouseWheel < 0.0f) {
|
||||
} else if (wheelDelta < 0.0f) {
|
||||
zoomOut();
|
||||
}
|
||||
} else {
|
||||
|
|
|
|||
|
|
@ -2271,7 +2271,7 @@ void GameScreen::updateCharacterTextures(game::Inventory& inventory) {
|
|||
// World Map
|
||||
// ============================================================
|
||||
|
||||
void GameScreen::renderWorldMap(game::GameHandler& /* gameHandler */) {
|
||||
void GameScreen::renderWorldMap(game::GameHandler& gameHandler) {
|
||||
auto& app = core::Application::getInstance();
|
||||
auto* renderer = app.getRenderer();
|
||||
auto* assetMgr = app.getAssetManager();
|
||||
|
|
@ -2284,6 +2284,9 @@ void GameScreen::renderWorldMap(game::GameHandler& /* gameHandler */) {
|
|||
if (minimap) {
|
||||
worldMap.setMapName(minimap->getMapName());
|
||||
}
|
||||
worldMap.setServerExplorationMask(
|
||||
gameHandler.getPlayerExploredZoneMasks(),
|
||||
gameHandler.hasPlayerExploredZoneMasks());
|
||||
|
||||
glm::vec3 playerPos = renderer->getCharacterPosition();
|
||||
auto* window = app.getWindow();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue