#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" #include "rendering/camera_controller.hpp" #include "rendering/terrain_renderer.hpp" #include "rendering/terrain_manager.hpp" #include "rendering/performance_hud.hpp" #include "rendering/water_renderer.hpp" #include "rendering/skybox.hpp" #include "rendering/celestial.hpp" #include "rendering/starfield.hpp" #include "rendering/clouds.hpp" #include "rendering/lens_flare.hpp" #include "rendering/weather.hpp" #include "rendering/character_renderer.hpp" #include "rendering/wmo_renderer.hpp" #include "rendering/minimap.hpp" #include "rendering/loading_screen.hpp" #include #include "pipeline/m2_loader.hpp" #include "pipeline/wmo_loader.hpp" #include "pipeline/dbc_loader.hpp" #include "ui/ui_manager.hpp" #include "auth/auth_handler.hpp" #include "game/game_handler.hpp" #include "game/world.hpp" #include "game/npc_manager.hpp" #include "pipeline/asset_manager.hpp" #include #include #include #include #include #include #include #include #include namespace wowee { namespace core { namespace { const SpawnPreset* selectSpawnPreset(const char* envValue) { if (!envValue || !*envValue) { return &SPAWN_PRESETS[0]; } std::string key = envValue; std::transform(key.begin(), key.end(), key.begin(), [](unsigned char c) { return static_cast(std::tolower(c)); }); 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, sw_plaza, ironforge, westfall"); return &SPAWN_PRESETS[0]; } std::optional parseVec3Csv(const char* raw) { if (!raw || !*raw) return std::nullopt; std::stringstream ss(raw); std::string part; float vals[3]; for (int i = 0; i < 3; i++) { if (!std::getline(ss, part, ',')) return std::nullopt; try { vals[i] = std::stof(part); } catch (...) { return std::nullopt; } } return glm::vec3(vals[0], vals[1], vals[2]); } std::optional> parseYawPitchCsv(const char* raw) { if (!raw || !*raw) return std::nullopt; std::stringstream ss(raw); std::string part; float yaw = 0.0f, pitch = 0.0f; if (!std::getline(ss, part, ',')) return std::nullopt; try { yaw = std::stof(part); } catch (...) { return std::nullopt; } if (!std::getline(ss, part, ',')) return std::nullopt; try { pitch = std::stof(part); } catch (...) { return std::nullopt; } return std::make_pair(yaw, pitch); } } // namespace Application* Application::instance = nullptr; Application::Application() { instance = this; } Application::~Application() { shutdown(); instance = nullptr; } bool Application::initialize() { LOG_INFO("Initializing Wowee Native Client"); // Create window WindowConfig windowConfig; windowConfig.title = "Wowee"; windowConfig.width = 1280; windowConfig.height = 720; windowConfig.vsync = false; window = std::make_unique(windowConfig); if (!window->initialize()) { LOG_FATAL("Failed to initialize window"); return false; } // Create renderer renderer = std::make_unique(); if (!renderer->initialize(window.get())) { LOG_FATAL("Failed to initialize renderer"); return false; } // Create UI manager uiManager = std::make_unique(); if (!uiManager->initialize(window.get())) { LOG_FATAL("Failed to initialize UI manager"); return false; } // Create subsystems authHandler = std::make_unique(); gameHandler = std::make_unique(); world = std::make_unique(); // Create asset manager assetManager = std::make_unique(); // Try to get WoW data path from environment variable const char* dataPathEnv = std::getenv("WOW_DATA_PATH"); std::string dataPath = dataPathEnv ? dataPathEnv : "./Data"; LOG_INFO("Attempting to load WoW assets from: ", dataPath); if (assetManager->initialize(dataPath)) { LOG_INFO("Asset manager initialized successfully"); } else { LOG_WARNING("Failed to initialize asset manager - asset loading will be unavailable"); LOG_WARNING("Set WOW_DATA_PATH environment variable to your WoW Data directory"); } // Set up UI callbacks setupUICallbacks(); LOG_INFO("Application initialized successfully"); running = true; return true; } void Application::run() { LOG_INFO("Starting main loop"); // Terrain and character are loaded via startSinglePlayer() when the user // picks single-player mode, so nothing is preloaded here. auto lastTime = std::chrono::high_resolution_clock::now(); while (running && !window->shouldClose()) { // Calculate delta time auto currentTime = std::chrono::high_resolution_clock::now(); std::chrono::duration deltaTimeDuration = currentTime - lastTime; float deltaTime = deltaTimeDuration.count(); lastTime = currentTime; // Cap delta time to prevent large jumps if (deltaTime > 0.1f) { deltaTime = 0.1f; } // Poll events SDL_Event event; while (SDL_PollEvent(&event)) { // Pass event to UI manager first if (uiManager) { uiManager->processEvent(event); } // Pass mouse events to camera controller (skip when UI has mouse focus) if (renderer && renderer->getCameraController() && !ImGui::GetIO().WantCaptureMouse) { if (event.type == SDL_MOUSEMOTION) { renderer->getCameraController()->processMouseMotion(event.motion); } else if (event.type == SDL_MOUSEBUTTONDOWN || event.type == SDL_MOUSEBUTTONUP) { renderer->getCameraController()->processMouseButton(event.button); } else if (event.type == SDL_MOUSEWHEEL) { renderer->getCameraController()->processMouseWheel(static_cast(event.wheel.y)); } } // Handle window events if (event.type == SDL_QUIT) { window->setShouldClose(true); } else if (event.type == SDL_WINDOWEVENT) { if (event.window.event == SDL_WINDOWEVENT_RESIZED) { int newWidth = event.window.data1; int newHeight = event.window.data2; window->setSize(newWidth, newHeight); glViewport(0, 0, newWidth, newHeight); if (renderer && renderer->getCamera()) { renderer->getCamera()->setAspectRatio(static_cast(newWidth) / newHeight); } } } // Debug controls else if (event.type == SDL_KEYDOWN) { // Skip non-function-key input when UI (chat) has keyboard focus bool uiHasKeyboard = ImGui::GetIO().WantCaptureKeyboard; auto sc = event.key.keysym.scancode; bool isFKey = (sc >= SDL_SCANCODE_F1 && sc <= SDL_SCANCODE_F12); if (uiHasKeyboard && !isFKey) { continue; // Let ImGui handle the keystroke } // F1: Toggle performance HUD if (event.key.keysym.scancode == SDL_SCANCODE_F1) { if (renderer && renderer->getPerformanceHUD()) { renderer->getPerformanceHUD()->toggle(); bool enabled = renderer->getPerformanceHUD()->isEnabled(); LOG_INFO("Performance HUD: ", enabled ? "ON" : "OFF"); } } // T: Toggle teleporter panel else if (event.key.keysym.scancode == SDL_SCANCODE_T) { if (state == AppState::IN_GAME && uiManager) { uiManager->getGameScreen().toggleTeleporter(); } } } } // Update input Input::getInstance().update(); // Update application state update(deltaTime); // Render render(); // Swap buffers window->swapBuffers(); } LOG_INFO("Main loop ended"); } void Application::shutdown() { LOG_INFO("Shutting down application"); // Stop renderer first: terrain streaming workers may still be reading via // AssetManager during shutdown, so renderer/terrain teardown must complete // before AssetManager is destroyed. renderer.reset(); world.reset(); gameHandler.reset(); authHandler.reset(); assetManager.reset(); uiManager.reset(); window.reset(); running = false; LOG_INFO("Application shutdown complete"); } void Application::setState(AppState newState) { if (state == newState) { return; } LOG_INFO("State transition: ", static_cast(state), " -> ", static_cast(newState)); state = newState; // Handle state transitions switch (newState) { case AppState::AUTHENTICATION: // Show auth screen break; case AppState::REALM_SELECTION: // Show realm screen break; case AppState::CHARACTER_SELECTION: // Show character screen break; case AppState::IN_GAME: // Wire up movement opcodes from camera controller if (renderer && renderer->getCameraController()) { auto* cc = renderer->getCameraController(); cc->setMovementCallback([this](uint32_t opcode) { if (gameHandler && !singlePlayerMode) { gameHandler->sendMovement(static_cast(opcode)); } }); // Keep player locomotion WoW-like in both single-player and online modes. cc->setUseWoWSpeed(true); } if (gameHandler) { gameHandler->setMeleeSwingCallback([this]() { if (renderer) { renderer->triggerMeleeSwing(); } }); } break; case AppState::DISCONNECTED: // Back to auth break; } } void Application::update(float deltaTime) { // Update based on current state switch (state) { case AppState::AUTHENTICATION: if (authHandler) { authHandler->update(deltaTime); } break; case AppState::REALM_SELECTION: if (authHandler) { authHandler->update(deltaTime); } break; case AppState::CHARACTER_SELECTION: // Character selection update break; case AppState::IN_GAME: if (gameHandler) { gameHandler->update(deltaTime); } if (world) { world->update(deltaTime); } // Spawn/update local single-player NPCs. if (!npcsSpawned && singlePlayerMode) { spawnNpcs(); } if (npcManager && renderer && renderer->getCharacterRenderer()) { npcManager->update(deltaTime, renderer->getCharacterRenderer()); } // Sync character render position → canonical WoW coords each frame if (renderer && gameHandler) { glm::vec3 renderPos = renderer->getCharacterPosition(); glm::vec3 canonical = core::coords::renderToCanonical(renderPos); gameHandler->setPosition(canonical.x, canonical.y, canonical.z); // Sync orientation: camera yaw (degrees) → WoW orientation (radians) float yawDeg = renderer->getCharacterYaw(); float wowOrientation = glm::radians(yawDeg - 90.0f); gameHandler->setOrientation(wowOrientation); } // Send movement heartbeat every 500ms while moving if (renderer && renderer->isMoving()) { movementHeartbeatTimer += deltaTime; if (movementHeartbeatTimer >= 0.5f) { movementHeartbeatTimer = 0.0f; if (gameHandler && !singlePlayerMode) { gameHandler->sendMovement(game::Opcode::CMSG_MOVE_HEARTBEAT); } } } else { movementHeartbeatTimer = 0.0f; } break; case AppState::DISCONNECTED: // Handle disconnection break; } // Update renderer (camera, etc.) only when in-game if (renderer && state == AppState::IN_GAME) { renderer->update(deltaTime); } // Update UI if (uiManager) { uiManager->update(deltaTime); } } void Application::render() { if (!renderer) { return; } renderer->beginFrame(); // Only render 3D world when in-game (after server connect or single-player) if (state == AppState::IN_GAME) { if (world) { renderer->renderWorld(world.get()); } else { renderer->renderWorld(nullptr); } } // Render performance HUD (within ImGui frame, before UI ends the frame) if (renderer) { renderer->renderHUD(); } // Render UI on top (ends ImGui frame with ImGui::Render()) if (uiManager) { uiManager->render(state, authHandler.get(), gameHandler.get()); } renderer->endFrame(); } void Application::setupUICallbacks() { // Authentication screen callback uiManager->getAuthScreen().setOnSuccess([this]() { LOG_INFO("Authentication successful, transitioning to realm selection"); setState(AppState::REALM_SELECTION); }); // Single-player mode callback uiManager->getAuthScreen().setOnSinglePlayer([this]() { LOG_INFO("Single-player mode selected"); startSinglePlayer(); }); // Realm selection callback uiManager->getRealmScreen().setOnRealmSelected([this](const std::string& realmName, const std::string& realmAddress) { LOG_INFO("Realm selected: ", realmName, " (", realmAddress, ")"); // Parse realm address (format: "hostname:port") std::string host = realmAddress; uint16_t port = 8085; // Default world server port size_t colonPos = realmAddress.find(':'); if (colonPos != std::string::npos) { host = realmAddress.substr(0, colonPos); port = static_cast(std::stoi(realmAddress.substr(colonPos + 1))); } // Connect to world server const auto& sessionKey = authHandler->getSessionKey(); const std::string accountName = "TESTACCOUNT"; // TODO: Store from auth if (gameHandler->connect(host, port, sessionKey, accountName)) { LOG_INFO("Connected to world server, transitioning to character selection"); setState(AppState::CHARACTER_SELECTION); } else { LOG_ERROR("Failed to connect to world server"); } }); // Character selection callback uiManager->getCharacterScreen().setOnCharacterSelected([this](uint64_t characterGuid) { LOG_INFO("Character selected: GUID=0x", std::hex, characterGuid, std::dec); setState(AppState::IN_GAME); }); } void Application::spawnPlayerCharacter() { if (playerCharacterSpawned) return; if (!renderer || !renderer->getCharacterRenderer() || !renderer->getCamera()) return; auto* charRenderer = renderer->getCharacterRenderer(); auto* camera = renderer->getCamera(); bool loaded = false; // Try loading real HumanMale M2 from MPQ if (assetManager && assetManager->isInitialized()) { std::string m2Path = "Character\\Human\\Male\\HumanMale.m2"; auto m2Data = assetManager->readFile(m2Path); if (!m2Data.empty()) { auto model = pipeline::M2Loader::load(m2Data); // Load skin file for submesh/batch data std::string skinPath = "Character\\Human\\Male\\HumanMale00.skin"; auto skinData = assetManager->readFile(skinPath); if (!skinData.empty()) { pipeline::M2Loader::loadSkin(skinData, model); } if (model.isValid()) { // Log texture slots for (size_t ti = 0; ti < model.textures.size(); ti++) { auto& tex = model.textures[ti]; LOG_INFO(" Texture ", ti, ": type=", tex.type, " name='", tex.filename, "'"); } // Look up underwear textures from CharSections.dbc std::string bodySkinPath = "Character\\Human\\Male\\HumanMaleSkin00_00.blp"; std::string faceLowerTexturePath; std::vector underwearPaths; auto charSectionsDbc = assetManager->loadDBC("CharSections.dbc"); if (charSectionsDbc) { LOG_INFO("CharSections.dbc loaded: ", charSectionsDbc->getRecordCount(), " records"); bool foundSkin = false; bool foundUnderwear = false; bool foundFaceLower = false; for (uint32_t r = 0; r < charSectionsDbc->getRecordCount(); r++) { uint32_t raceId = charSectionsDbc->getUInt32(r, 1); uint32_t sexId = charSectionsDbc->getUInt32(r, 2); uint32_t baseSection = charSectionsDbc->getUInt32(r, 3); uint32_t variationIndex = charSectionsDbc->getUInt32(r, 8); uint32_t colorIndex = charSectionsDbc->getUInt32(r, 9); if (raceId != 1 || sexId != 0) continue; if (baseSection == 0 && !foundSkin && variationIndex == 0 && colorIndex == 0) { std::string tex1 = charSectionsDbc->getString(r, 4); if (!tex1.empty()) { bodySkinPath = tex1; foundSkin = true; LOG_INFO(" DBC body skin: ", bodySkinPath); } } else if (baseSection == 3 && colorIndex == 0) { (void)variationIndex; } else if (baseSection == 1 && !foundFaceLower && variationIndex == 0 && colorIndex == 0) { std::string tex1 = charSectionsDbc->getString(r, 4); if (!tex1.empty()) { faceLowerTexturePath = tex1; foundFaceLower = true; LOG_INFO(" DBC face texture: ", faceLowerTexturePath); } } else if (baseSection == 4 && !foundUnderwear && variationIndex == 0 && colorIndex == 0) { for (int f = 4; f <= 6; f++) { std::string tex = charSectionsDbc->getString(r, f); if (!tex.empty()) { underwearPaths.push_back(tex); LOG_INFO(" DBC underwear texture: ", tex); } } foundUnderwear = true; } } } else { LOG_WARNING("Failed to load CharSections.dbc, using hardcoded textures"); } for (auto& tex : model.textures) { if (tex.type == 1 && tex.filename.empty()) { tex.filename = bodySkinPath; } else if (tex.type == 6 && tex.filename.empty()) { tex.filename = "Character\\Human\\Hair00_00.blp"; } else if (tex.type == 8 && tex.filename.empty()) { if (!underwearPaths.empty()) { tex.filename = underwearPaths[0]; } else { tex.filename = "Character\\Human\\Male\\HumanMaleNakedPelvisSkin00_00.blp"; } } } // Load external .anim files for sequences with external data. // Sequences WITH flag 0x20 have their animation data inline in the M2 file. // Sequences WITHOUT flag 0x20 store data in external .anim files. for (uint32_t si = 0; si < model.sequences.size(); si++) { if (!(model.sequences[si].flags & 0x20)) { // File naming: -.anim // e.g. Character\Human\Male\HumanMale0097-00.anim char animFileName[256]; snprintf(animFileName, sizeof(animFileName), "Character\\Human\\Male\\HumanMale%04u-%02u.anim", model.sequences[si].id, model.sequences[si].variationIndex); auto animFileData = assetManager->readFile(animFileName); if (!animFileData.empty()) { pipeline::M2Loader::loadAnimFile(m2Data, animFileData, si, model); } } } charRenderer->loadModel(model, 1); // Save skin composite state for re-compositing on equipment changes bodySkinPath_ = bodySkinPath; underwearPaths_ = underwearPaths; // Composite body skin + underwear overlays if (!underwearPaths.empty()) { std::vector layers; layers.push_back(bodySkinPath); for (const auto& up : underwearPaths) { layers.push_back(up); } GLuint compositeTex = charRenderer->compositeTextures(layers); if (compositeTex != 0) { for (size_t ti = 0; ti < model.textures.size(); ti++) { if (model.textures[ti].type == 1) { charRenderer->setModelTexture(1, static_cast(ti), compositeTex); skinTextureSlotIndex_ = static_cast(ti); LOG_INFO("Replaced type-1 texture slot ", ti, " with composited body+underwear"); break; } } } } // Find cloak (type-2, Object Skin) texture slot index for (size_t ti = 0; ti < model.textures.size(); ti++) { if (model.textures[ti].type == 2) { cloakTextureSlotIndex_ = static_cast(ti); LOG_INFO("Cloak texture slot: ", ti); break; } } loaded = true; LOG_INFO("Loaded HumanMale M2: ", model.vertices.size(), " verts, ", model.bones.size(), " bones, ", model.sequences.size(), " anims, ", model.indices.size(), " indices, ", model.batches.size(), " batches"); // Log all animation sequence IDs for (size_t i = 0; i < model.sequences.size(); i++) { LOG_INFO(" Anim[", i, "]: id=", model.sequences[i].id, " duration=", model.sequences[i].duration, "ms", " speed=", model.sequences[i].movingSpeed); } } } } // Fallback: create a simple cube if MPQ not available if (!loaded) { pipeline::M2Model testModel; float size = 2.0f; glm::vec3 cubePos[] = { {-size, -size, -size}, { size, -size, -size}, { size, size, -size}, {-size, size, -size}, {-size, -size, size}, { size, -size, size}, { size, size, size}, {-size, size, size} }; for (const auto& pos : cubePos) { pipeline::M2Vertex v; v.position = pos; v.normal = glm::normalize(pos); v.texCoords[0] = glm::vec2(0.0f); v.boneWeights[0] = 255; v.boneWeights[1] = v.boneWeights[2] = v.boneWeights[3] = 0; v.boneIndices[0] = 0; v.boneIndices[1] = v.boneIndices[2] = v.boneIndices[3] = 0; testModel.vertices.push_back(v); } uint16_t cubeIndices[] = { 0,1,2, 0,2,3, 4,6,5, 4,7,6, 0,4,5, 0,5,1, 2,6,7, 2,7,3, 0,3,7, 0,7,4, 1,5,6, 1,6,2 }; for (uint16_t idx : cubeIndices) testModel.indices.push_back(idx); pipeline::M2Bone bone; bone.keyBoneId = -1; bone.flags = 0; bone.parentBone = -1; bone.submeshId = 0; bone.pivot = glm::vec3(0.0f); testModel.bones.push_back(bone); pipeline::M2Sequence seq{}; seq.id = 0; seq.duration = 1000; testModel.sequences.push_back(seq); testModel.name = "TestCube"; testModel.globalFlags = 0; charRenderer->loadModel(testModel, 1); LOG_INFO("Loaded fallback cube model (no MPQ data)"); } // Spawn character at the camera controller's default position (matches hearthstone). // Most presets snap to floor; explicit WMO-floor presets keep their authored Z. auto* camCtrl = renderer->getCameraController(); glm::vec3 spawnPos = camCtrl ? camCtrl->getDefaultPosition() : (camera->getPosition() - glm::vec3(0.0f, 0.0f, 5.0f)); if (spawnSnapToGround && renderer->getTerrainManager()) { auto terrainH = renderer->getTerrainManager()->getHeightAt(spawnPos.x, spawnPos.y); if (terrainH) { spawnPos.z = *terrainH + 0.1f; } } uint32_t instanceId = charRenderer->createInstance(1, spawnPos, glm::vec3(0.0f), 1.0f); // Scale 1.0 = normal WoW character size if (instanceId > 0) { // Set up third-person follow renderer->getCharacterPosition() = spawnPos; renderer->setCharacterFollow(instanceId); // Default geosets for naked human male // Use actual submesh IDs from the model (logged at load time) std::unordered_set activeGeosets; // Body parts (group 0: IDs 0-18) for (uint16_t i = 0; i <= 18; i++) { activeGeosets.insert(i); } // Equipment groups: "01" = bare skin, "02" = first equipped variant activeGeosets.insert(101); // Hair style 1 activeGeosets.insert(201); // Facial hair: none activeGeosets.insert(301); // Gloves: bare hands activeGeosets.insert(401); // Boots: bare feet activeGeosets.insert(501); // Chest: bare activeGeosets.insert(701); // Ears: default activeGeosets.insert(1301); // Trousers: bare legs activeGeosets.insert(1501); // Back body (cloak=none) // 1703 = DK eye glow mesh — skip for normal characters // Normal eyes are part of the face texture on the body mesh charRenderer->setActiveGeosets(instanceId, activeGeosets); // Play idle animation (Stand = animation ID 0) charRenderer->playAnimation(instanceId, 0, true); LOG_INFO("Spawned player character at (", static_cast(spawnPos.x), ", ", static_cast(spawnPos.y), ", ", static_cast(spawnPos.z), ")"); playerCharacterSpawned = true; // Set up camera controller for first-person player hiding if (renderer->getCameraController()) { renderer->getCameraController()->setCharacterRenderer(charRenderer, instanceId); } // Load equipped weapons (sword + shield) loadEquippedWeapons(); } } void Application::loadEquippedWeapons() { if (!renderer || !renderer->getCharacterRenderer() || !assetManager || !assetManager->isInitialized()) return; if (!gameHandler) return; auto* charRenderer = renderer->getCharacterRenderer(); uint32_t charInstanceId = renderer->getCharacterInstanceId(); if (charInstanceId == 0) return; auto& inventory = gameHandler->getInventory(); // Load ItemDisplayInfo.dbc auto displayInfoDbc = assetManager->loadDBC("ItemDisplayInfo.dbc"); if (!displayInfoDbc) { LOG_WARNING("loadEquippedWeapons: failed to load ItemDisplayInfo.dbc"); return; } // Mapping: EquipSlot → attachment ID (1=RightHand, 2=LeftHand) struct WeaponSlot { game::EquipSlot slot; uint32_t attachmentId; }; WeaponSlot weaponSlots[] = { { game::EquipSlot::MAIN_HAND, 1 }, { game::EquipSlot::OFF_HAND, 2 }, }; for (const auto& ws : weaponSlots) { const auto& equipSlot = inventory.getEquipSlot(ws.slot); // If slot is empty or has no displayInfoId, detach any existing weapon if (equipSlot.empty() || equipSlot.item.displayInfoId == 0) { charRenderer->detachWeapon(charInstanceId, ws.attachmentId); continue; } uint32_t displayInfoId = equipSlot.item.displayInfoId; int32_t recIdx = displayInfoDbc->findRecordById(displayInfoId); if (recIdx < 0) { LOG_WARNING("loadEquippedWeapons: displayInfoId ", displayInfoId, " not found in DBC"); charRenderer->detachWeapon(charInstanceId, ws.attachmentId); continue; } // DBC field 1 = modelName_1 (e.g. "Sword_1H_Short_A_02.mdx") std::string modelName = displayInfoDbc->getString(static_cast(recIdx), 1); // DBC field 3 = modelTexture_1 (e.g. "Sword_1H_Short_A_02Rusty") std::string textureName = displayInfoDbc->getString(static_cast(recIdx), 3); if (modelName.empty()) { LOG_WARNING("loadEquippedWeapons: empty model name for displayInfoId ", displayInfoId); charRenderer->detachWeapon(charInstanceId, ws.attachmentId); continue; } // Convert .mdx → .m2 std::string modelFile = modelName; { size_t dotPos = modelFile.rfind('.'); if (dotPos != std::string::npos) { modelFile = modelFile.substr(0, dotPos) + ".m2"; } else { modelFile += ".m2"; } } // Try Weapon directory first, then Shield std::string m2Path = "Item\\ObjectComponents\\Weapon\\" + modelFile; auto m2Data = assetManager->readFile(m2Path); if (m2Data.empty()) { m2Path = "Item\\ObjectComponents\\Shield\\" + modelFile; m2Data = assetManager->readFile(m2Path); } if (m2Data.empty()) { LOG_WARNING("loadEquippedWeapons: failed to read ", modelFile); charRenderer->detachWeapon(charInstanceId, ws.attachmentId); continue; } auto weaponModel = pipeline::M2Loader::load(m2Data); // Load skin file std::string skinFile = modelFile; { size_t dotPos = skinFile.rfind('.'); if (dotPos != std::string::npos) { skinFile = skinFile.substr(0, dotPos) + "00.skin"; } } // Try same directory as m2 std::string skinDir = m2Path.substr(0, m2Path.rfind('\\') + 1); auto skinData = assetManager->readFile(skinDir + skinFile); if (!skinData.empty()) { pipeline::M2Loader::loadSkin(skinData, weaponModel); } if (!weaponModel.isValid()) { LOG_WARNING("loadEquippedWeapons: invalid weapon model from ", m2Path); charRenderer->detachWeapon(charInstanceId, ws.attachmentId); continue; } // Build texture path std::string texturePath; if (!textureName.empty()) { texturePath = "Item\\ObjectComponents\\Weapon\\" + textureName + ".blp"; if (!assetManager->fileExists(texturePath)) { texturePath = "Item\\ObjectComponents\\Shield\\" + textureName + ".blp"; } } uint32_t weaponModelId = nextWeaponModelId_++; bool ok = charRenderer->attachWeapon(charInstanceId, ws.attachmentId, weaponModel, weaponModelId, texturePath); if (ok) { LOG_INFO("Equipped weapon: ", m2Path, " at attachment ", ws.attachmentId); } } } void Application::spawnNpcs() { if (npcsSpawned) return; if (!assetManager || !assetManager->isInitialized()) return; if (!renderer || !renderer->getCharacterRenderer() || !renderer->getCamera()) return; if (!gameHandler) return; if (npcManager) { npcManager->clear(renderer->getCharacterRenderer(), &gameHandler->getEntityManager()); } npcManager = std::make_unique(); glm::vec3 playerSpawnGL = renderer->getCharacterPosition(); glm::vec3 playerCanonical = core::coords::renderToCanonical(playerSpawnGL); std::string mapName = "Azeroth"; if (auto* minimap = renderer->getMinimap()) { mapName = minimap->getMapName(); } npcManager->initialize(assetManager.get(), renderer->getCharacterRenderer(), gameHandler->getEntityManager(), mapName, playerCanonical, renderer->getTerrainManager()); // If the player WoW position hasn't been set by the server yet (offline mode), // derive it from the camera so targeting distance calculations work. const auto& movement = gameHandler->getMovementInfo(); if (movement.x == 0.0f && movement.y == 0.0f && movement.z == 0.0f) { glm::vec3 canonical = playerCanonical; gameHandler->setPosition(canonical.x, canonical.y, canonical.z); } // Set NPC death callback for single-player combat if (singlePlayerMode && gameHandler && npcManager) { auto* npcMgr = npcManager.get(); auto* cr = renderer->getCharacterRenderer(); gameHandler->setNpcDeathCallback([npcMgr, cr](uint64_t guid) { uint32_t instanceId = npcMgr->findRenderInstanceId(guid); if (instanceId != 0 && cr) { cr->playAnimation(instanceId, 1, false); // animation ID 1 = Death } }); } npcsSpawned = true; LOG_INFO("NPCs spawned for in-game session"); } void Application::startSinglePlayer() { LOG_INFO("Starting single-player mode..."); // Set single-player flag singlePlayerMode = true; // Enable single-player combat mode on game handler if (gameHandler) { gameHandler->setSinglePlayerMode(true); uint32_t level = 10; uint32_t maxHealth = 20 + level * 10; gameHandler->initLocalPlayerStats(level, maxHealth, maxHealth); } // Create world object for single-player if (!world) { world = std::make_unique(); LOG_INFO("Single-player world created"); } // Populate test inventory for single-player if (gameHandler) { gameHandler->getInventory().populateTestItems(); } // Load weapon models for equipped items (after inventory is populated) loadEquippedWeapons(); // Emulate server MOTD in single-player if (gameHandler) { std::vector motdLines; if (const char* motdEnv = std::getenv("WOW_SP_MOTD")) { std::string raw = motdEnv; size_t start = 0; while (start <= raw.size()) { size_t pos = raw.find('|', start); if (pos == std::string::npos) pos = raw.size(); std::string line = raw.substr(start, pos - start); if (!line.empty()) motdLines.push_back(line); start = pos + 1; if (pos == raw.size()) break; } } if (motdLines.empty()) { motdLines.push_back("Wowee Single Player"); } gameHandler->simulateMotd(motdLines); } // --- Loading screen: load terrain and wait for streaming before spawning --- const SpawnPreset* spawnPreset = selectSpawnPreset(std::getenv("WOW_SPAWN")); // Canonical WoW coords: +X=North, +Y=West, +Z=Up glm::vec3 spawnCanonical = spawnPreset ? spawnPreset->spawnCanonical : glm::vec3(62.0f, -9464.0f, 200.0f); std::string mapName = spawnPreset ? spawnPreset->mapName : "Azeroth"; float spawnYaw = spawnPreset ? spawnPreset->yawDeg : 0.0f; float spawnPitch = spawnPreset ? spawnPreset->pitchDeg : -5.0f; spawnSnapToGround = spawnPreset ? spawnPreset->snapToGround : true; if (auto envSpawnPos = parseVec3Csv(std::getenv("WOW_SPAWN_POS"))) { spawnCanonical = *envSpawnPos; LOG_INFO("Using WOW_SPAWN_POS override (canonical WoW X,Y,Z): (", spawnCanonical.x, ", ", spawnCanonical.y, ", ", spawnCanonical.z, ")"); } if (auto envSpawnRot = parseYawPitchCsv(std::getenv("WOW_SPAWN_ROT"))) { spawnYaw = envSpawnRot->first; spawnPitch = envSpawnRot->second; LOG_INFO("Using WOW_SPAWN_ROT override: yaw=", spawnYaw, " pitch=", spawnPitch); } // Convert canonical WoW → engine rendering coordinates (swap X/Y) glm::vec3 spawnRender = core::coords::canonicalToRender(spawnCanonical); if (renderer && renderer->getCameraController()) { renderer->getCameraController()->setDefaultSpawn(spawnRender, spawnYaw, spawnPitch); } if (spawnPreset) { LOG_INFO("Single-player spawn preset: ", spawnPreset->label, " canonical=(", spawnCanonical.x, ", ", spawnCanonical.y, ", ", spawnCanonical.z, ") (set WOW_SPAWN to change)"); LOG_INFO("Optional spawn overrides (canonical WoW X,Y,Z): WOW_SPAWN_POS=x,y,z WOW_SPAWN_ROT=yaw,pitch"); } rendering::LoadingScreen loadingScreen; bool loadingScreenOk = loadingScreen.initialize(); auto showStatus = [&](const char* msg) { if (!loadingScreenOk) return; loadingScreen.setStatus(msg); loadingScreen.render(); window->swapBuffers(); }; showStatus("Loading terrain..."); // Try to load test terrain if WOW_DATA_PATH is set bool terrainOk = false; if (renderer && assetManager && assetManager->isInitialized()) { // Compute ADT path from canonical spawn coordinates auto [tileX, tileY] = core::coords::canonicalToTile(spawnCanonical.x, spawnCanonical.y); std::string adtPath = "World\\Maps\\" + mapName + "\\" + mapName + "_" + std::to_string(tileX) + "_" + std::to_string(tileY) + ".adt"; LOG_INFO("Initial ADT tile [", tileX, ",", tileY, "] from canonical position"); terrainOk = renderer->loadTestTerrain(assetManager.get(), adtPath); if (!terrainOk) { LOG_WARNING("Could not load test terrain - atmospheric rendering only"); } } // Wait for surrounding terrain tiles to stream in if (terrainOk && renderer->getTerrainManager() && renderer->getCamera()) { auto* terrainMgr = renderer->getTerrainManager(); auto* camera = renderer->getCamera(); // First update with large dt to trigger streamTiles() immediately terrainMgr->update(*camera, 1.0f); auto startTime = std::chrono::high_resolution_clock::now(); const float maxWaitSeconds = 15.0f; while (terrainMgr->getPendingTileCount() > 0) { // Poll events to keep window responsive SDL_Event event; while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { window->setShouldClose(true); loadingScreen.shutdown(); return; } } // Process ready tiles from worker threads terrainMgr->update(*camera, 0.016f); // Update loading screen with progress if (loadingScreenOk) { int loaded = terrainMgr->getLoadedTileCount(); int pending = terrainMgr->getPendingTileCount(); char buf[128]; snprintf(buf, sizeof(buf), "Loading terrain... %d tiles loaded, %d remaining", loaded, pending); loadingScreen.setStatus(buf); loadingScreen.render(); window->swapBuffers(); } // Timeout safety auto elapsed = std::chrono::high_resolution_clock::now() - startTime; if (std::chrono::duration(elapsed).count() > maxWaitSeconds) { LOG_WARNING("Terrain streaming timeout after ", maxWaitSeconds, "s"); break; } SDL_Delay(16); // ~60fps cap for loading screen } LOG_INFO("Terrain streaming complete: ", terrainMgr->getLoadedTileCount(), " tiles loaded"); // Re-snap camera to ground now that all surrounding tiles are loaded // (the initial reset inside loadTestTerrain only had 1 tile). if (spawnSnapToGround && renderer->getCameraController()) { renderer->getCameraController()->reset(); } } showStatus("Spawning character..."); // Spawn player character on loaded terrain spawnPlayerCharacter(); // Final camera reset: now that follow target exists and terrain is loaded, // snap the third-person camera into the correct orbit position. if (spawnSnapToGround && renderer && renderer->getCameraController()) { renderer->getCameraController()->reset(); } if (loadingScreenOk) { loadingScreen.shutdown(); } // Wire hearthstone to camera reset (teleport home) in single-player if (gameHandler && renderer && renderer->getCameraController()) { auto* camCtrl = renderer->getCameraController(); gameHandler->setHearthstoneCallback([camCtrl]() { camCtrl->reset(); }); } // Go directly to game setState(AppState::IN_GAME); 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); spawnSnapToGround = preset.snapToGround; // 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(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"); } // Floor-snapping presets use camera reset. WMO-floor presets keep explicit Z. if (spawnSnapToGround && renderer && renderer->getCameraController()) { renderer->getCameraController()->reset(); } if (!spawnSnapToGround && renderer) { renderer->getCharacterPosition() = spawnRender; } // Sync final character position to game handler if (renderer && gameHandler) { glm::vec3 finalRender = renderer->getCharacterPosition(); glm::vec3 finalCanonical = core::coords::renderToCanonical(finalRender); gameHandler->setPosition(finalCanonical.x, finalCanonical.y, finalCanonical.z); } // Rebuild nearby NPC set for the new location. if (singlePlayerMode && gameHandler && renderer && renderer->getCharacterRenderer()) { if (npcManager) { npcManager->clear(renderer->getCharacterRenderer(), &gameHandler->getEntityManager()); } npcsSpawned = false; spawnNpcs(); } LOG_INFO("Teleport to ", preset.label, " complete"); } } // namespace core } // namespace wowee