#include "core/application.hpp" #include "core/coordinates.hpp" #include #include #include "core/spawn_presets.hpp" #include "core/logger.hpp" #include "core/memory_monitor.hpp" #include "rendering/renderer.hpp" #include "audio/npc_voice_manager.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/m2_renderer.hpp" #include "rendering/minimap.hpp" #include "rendering/quest_marker_renderer.hpp" #include "rendering/loading_screen.hpp" #include "audio/music_manager.hpp" #include "audio/footstep_manager.hpp" #include "audio/activity_sound_manager.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/transport_manager.hpp" #include "game/world.hpp" #include "game/expansion_profile.hpp" #include "game/packet_parsers.hpp" #include "pipeline/asset_manager.hpp" #include "pipeline/dbc_layout.hpp" #include #include #include #include #include #include #include #include #include #include #include namespace wowee { namespace core { const char* Application::mapIdToName(uint32_t mapId) { switch (mapId) { case 0: return "Azeroth"; case 1: return "Kalimdor"; case 369: return "DeeprunTram"; case 530: return "Outland"; case 571: return "Northrend"; default: return ""; } } std::string Application::getPlayerModelPath() const { return game::getPlayerModelPath(playerRace_, playerGender_); } Application* Application::instance = nullptr; Application::Application() { instance = this; } Application::~Application() { shutdown(); instance = nullptr; } bool Application::initialize() { LOG_INFO("Initializing Wowee Native Client"); // Initialize memory monitoring for dynamic cache sizing core::MemoryMonitor::getInstance().initialize(); // 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 and initialize expansion registry expansionRegistry_ = std::make_unique(); // Create DBC layout dbcLayout_ = 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"; // Scan for available expansion profiles expansionRegistry_->initialize(dataPath); // Load expansion-specific opcode table if (gameHandler && expansionRegistry_) { auto* profile = expansionRegistry_->getActive(); if (profile) { std::string opcodesPath = profile->dataPath + "/opcodes.json"; if (!gameHandler->getOpcodeTable().loadFromJson(opcodesPath)) { gameHandler->getOpcodeTable().loadWotlkDefaults(); LOG_INFO("Using built-in WotLK opcode defaults"); } game::setActiveOpcodeTable(&gameHandler->getOpcodeTable()); // Load expansion-specific update field table std::string updateFieldsPath = profile->dataPath + "/update_fields.json"; if (!gameHandler->getUpdateFieldTable().loadFromJson(updateFieldsPath)) { gameHandler->getUpdateFieldTable().loadWotlkDefaults(); LOG_INFO("Using built-in WotLK update field defaults"); } game::setActiveUpdateFieldTable(&gameHandler->getUpdateFieldTable()); // Create expansion-specific packet parsers gameHandler->setPacketParsers(game::createPacketParsers(profile->id)); // Load expansion-specific DBC layouts if (dbcLayout_) { std::string dbcLayoutsPath = profile->dataPath + "/dbc_layouts.json"; if (!dbcLayout_->loadFromJson(dbcLayoutsPath)) { dbcLayout_->loadWotlkDefaults(); LOG_INFO("Using built-in WotLK DBC layout defaults"); } pipeline::setActiveDBCLayout(dbcLayout_.get()); } } } // Try expansion-specific asset path first, fall back to base Data/ std::string assetPath = dataPath; if (expansionRegistry_) { auto* profile = expansionRegistry_->getActive(); if (profile && !profile->dataPath.empty()) { // Enable expansion-specific CSV DBC lookup (Data/expansions//db/*.csv). assetManager->setExpansionDataPath(profile->dataPath); std::string expansionManifest = profile->dataPath + "/manifest.json"; if (std::filesystem::exists(expansionManifest)) { assetPath = profile->dataPath; LOG_INFO("Using expansion-specific asset path: ", assetPath); } } } LOG_INFO("Attempting to load WoW assets from: ", assetPath); if (assetManager->initialize(assetPath)) { LOG_INFO("Asset manager initialized successfully"); // Eagerly load creature display DBC lookups so first spawn doesn't stall buildCreatureDisplayLookups(); // Ensure the main in-world CharacterRenderer can load textures immediately. // Previously this was only wired during terrain initialization, which meant early spawns // (before terrain load) would render with white fallback textures (notably hair). if (renderer && renderer->getCharacterRenderer()) { renderer->getCharacterRenderer()->setAssetManager(assetManager.get()); } // Load transport paths from TransportAnimation.dbc and TaxiPathNode.dbc if (gameHandler && gameHandler->getTransportManager()) { gameHandler->getTransportManager()->loadTransportAnimationDBC(assetManager.get()); gameHandler->getTransportManager()->loadTaxiPathNodeDBC(assetManager.get()); } } 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"); 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"); } } // F4: Toggle shadows else if (event.key.keysym.scancode == SDL_SCANCODE_F4) { if (renderer) { bool enabled = !renderer->areShadowsEnabled(); renderer->setShadowsEnabled(enabled); LOG_INFO("Shadows: ", enabled ? "ON" : "OFF"); } } } } // Update input Input::getInstance().update(); // Timing breakdown static int frameCount = 0; static double totalUpdateMs = 0, totalRenderMs = 0, totalSwapMs = 0; auto t1 = std::chrono::steady_clock::now(); // Update application state update(deltaTime); auto t2 = std::chrono::steady_clock::now(); // Render render(); auto t3 = std::chrono::steady_clock::now(); // Swap buffers window->swapBuffers(); auto t4 = std::chrono::steady_clock::now(); totalUpdateMs += std::chrono::duration(t2 - t1).count(); totalRenderMs += std::chrono::duration(t3 - t2).count(); totalSwapMs += std::chrono::duration(t4 - t3).count(); if (++frameCount >= 60) { printf("[Frame] Update: %.1f ms, Render: %.1f ms, Swap: %.1f ms\n", totalUpdateMs / 60.0, totalRenderMs / 60.0, totalSwapMs / 60.0); frameCount = 0; totalUpdateMs = totalRenderMs = totalSwapMs = 0; } } LOG_INFO("Main loop ended"); } void Application::shutdown() { LOG_INFO("Shutting down application"); // Save floor cache before renderer is destroyed if (renderer && renderer->getWMORenderer()) { size_t cacheSize = renderer->getWMORenderer()->getFloorCacheSize(); if (cacheSize > 0) { LOG_INFO("Saving WMO floor cache (", cacheSize, " entries)..."); renderer->getWMORenderer()->saveFloorCache(); } } // 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_CREATION: // Show character create screen break; case AppState::CHARACTER_SELECTION: // Show character screen if (uiManager && assetManager) { uiManager->getCharacterScreen().setAssetManager(assetManager.get()); } // Ensure no stale in-world player model leaks into the next login attempt. // If we reuse a previously spawned instance without forcing a respawn, appearance (notably hair) can desync. npcsSpawned = false; playerCharacterSpawned = false; weaponsSheathed_ = false; wasAutoAttacking_ = false; loadedMapId_ = 0xFFFFFFFF; spawnedPlayerGuid_ = 0; spawnedAppearanceBytes_ = 0; spawnedFacialFeatures_ = 0; if (renderer && renderer->getCharacterRenderer()) { uint32_t oldInst = renderer->getCharacterInstanceId(); if (oldInst > 0) { renderer->setCharacterFollow(0); renderer->clearMount(); renderer->getCharacterRenderer()->removeInstance(oldInst); } } 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) { gameHandler->sendMovement(static_cast(opcode)); } }); cc->setUseWoWSpeed(true); } if (gameHandler) { gameHandler->setMeleeSwingCallback([this]() { if (renderer) { renderer->triggerMeleeSwing(); } }); } // Load quest marker models loadQuestMarkerModels(); break; } case AppState::DISCONNECTED: // Back to auth break; } } void Application::reloadExpansionData() { if (!expansionRegistry_ || !gameHandler) return; auto* profile = expansionRegistry_->getActive(); if (!profile) return; LOG_INFO("Reloading expansion data for: ", profile->name); std::string opcodesPath = profile->dataPath + "/opcodes.json"; if (!gameHandler->getOpcodeTable().loadFromJson(opcodesPath)) { gameHandler->getOpcodeTable().loadWotlkDefaults(); } game::setActiveOpcodeTable(&gameHandler->getOpcodeTable()); std::string updateFieldsPath = profile->dataPath + "/update_fields.json"; if (!gameHandler->getUpdateFieldTable().loadFromJson(updateFieldsPath)) { gameHandler->getUpdateFieldTable().loadWotlkDefaults(); } game::setActiveUpdateFieldTable(&gameHandler->getUpdateFieldTable()); gameHandler->setPacketParsers(game::createPacketParsers(profile->id)); if (dbcLayout_) { std::string dbcLayoutsPath = profile->dataPath + "/dbc_layouts.json"; if (!dbcLayout_->loadFromJson(dbcLayoutsPath)) { dbcLayout_->loadWotlkDefaults(); } pipeline::setActiveDBCLayout(dbcLayout_.get()); } // Update expansion data path for CSV DBC lookups and clear DBC cache if (assetManager && !profile->dataPath.empty()) { assetManager->setExpansionDataPath(profile->dataPath); assetManager->clearDBCCache(); } // Reset map name cache so it reloads from new expansion's Map.dbc mapNameCacheLoaded_ = false; mapNameById_.clear(); // Reset game handler DBC caches so they reload from new expansion data if (gameHandler) { gameHandler->resetDbcCaches(); } // Rebuild creature display lookups with the new expansion's DBC layout creatureLookupsBuilt_ = false; displayDataMap_.clear(); humanoidExtraMap_.clear(); creatureModelIds_.clear(); buildCreatureDisplayLookups(); } void Application::logoutToLogin() { LOG_INFO("Logout requested"); if (gameHandler) { gameHandler->disconnect(); } npcsSpawned = false; playerCharacterSpawned = false; weaponsSheathed_ = false; wasAutoAttacking_ = false; loadedMapId_ = 0xFFFFFFFF; world.reset(); if (renderer) { // Remove old player model so it doesn't persist into next session if (auto* charRenderer = renderer->getCharacterRenderer()) { charRenderer->removeInstance(1); } if (auto* music = renderer->getMusicManager()) { music->stopMusic(0.0f); } } // Clear stale realm/character selection so switching servers starts fresh if (uiManager) { uiManager->getRealmScreen().reset(); uiManager->getCharacterScreen().reset(); } setState(AppState::AUTHENTICATION); } 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_CREATION: if (gameHandler) { gameHandler->update(deltaTime); } if (uiManager) { uiManager->getCharacterCreateScreen().update(deltaTime); } break; case AppState::CHARACTER_SELECTION: if (gameHandler) { gameHandler->update(deltaTime); } break; case AppState::IN_GAME: { // Application update profiling static int appProfileCounter = 0; static float ghTime = 0.0f, worldTime = 0.0f, spawnTime = 0.0f; static float creatureQTime = 0.0f, goQTime = 0.0f, mountTime = 0.0f; static float npcMgrTime = 0.0f, questMarkTime = 0.0f, syncTime = 0.0f; auto gh1 = std::chrono::high_resolution_clock::now(); if (gameHandler) { gameHandler->update(deltaTime); } auto gh2 = std::chrono::high_resolution_clock::now(); ghTime += std::chrono::duration(gh2 - gh1).count(); // Always unsheath on combat engage. if (gameHandler) { const bool autoAttacking = gameHandler->isAutoAttacking(); if (autoAttacking && !wasAutoAttacking_ && weaponsSheathed_) { weaponsSheathed_ = false; loadEquippedWeapons(); } wasAutoAttacking_ = autoAttacking; } // Toggle weapon sheathe state with Z (ignored while UI captures keyboard). { const bool uiWantsKeyboard = ImGui::GetIO().WantCaptureKeyboard; auto& input = Input::getInstance(); if (!uiWantsKeyboard && input.isKeyJustPressed(SDL_SCANCODE_Z)) { weaponsSheathed_ = !weaponsSheathed_; loadEquippedWeapons(); } } auto w1 = std::chrono::high_resolution_clock::now(); if (world) { world->update(deltaTime); } auto w2 = std::chrono::high_resolution_clock::now(); worldTime += std::chrono::duration(w2 - w1).count(); auto cq1 = std::chrono::high_resolution_clock::now(); processPlayerSpawnQueue(); // Process deferred online creature spawns (throttled) processCreatureSpawnQueue(); // Process deferred equipment compositing (max 1 per frame to avoid stutter) processDeferredEquipmentQueue(); auto cq2 = std::chrono::high_resolution_clock::now(); creatureQTime += std::chrono::duration(cq2 - cq1).count(); // Self-heal missing creature visuals: if a nearby UNIT exists in // entity state but has no render instance, queue a spawn retry. if (gameHandler) { static float creatureResyncTimer = 0.0f; creatureResyncTimer += deltaTime; if (creatureResyncTimer >= 1.0f) { creatureResyncTimer = 0.0f; glm::vec3 playerPos(0.0f); bool havePlayerPos = false; uint64_t playerGuid = gameHandler->getPlayerGuid(); if (auto playerEntity = gameHandler->getEntityManager().getEntity(playerGuid)) { playerPos = glm::vec3(playerEntity->getX(), playerEntity->getY(), playerEntity->getZ()); havePlayerPos = true; } const float kResyncRadiusSq = 260.0f * 260.0f; for (const auto& pair : gameHandler->getEntityManager().getEntities()) { uint64_t guid = pair.first; const auto& entity = pair.second; if (!entity || guid == playerGuid) continue; if (entity->getType() != game::ObjectType::UNIT) continue; auto unit = std::dynamic_pointer_cast(entity); if (!unit || unit->getDisplayId() == 0) continue; if (creatureInstances_.count(guid) || pendingCreatureSpawnGuids_.count(guid)) continue; if (havePlayerPos) { glm::vec3 pos(unit->getX(), unit->getY(), unit->getZ()); glm::vec3 delta = pos - playerPos; float distSq = glm::dot(delta, delta); if (distSq > kResyncRadiusSq) continue; } PendingCreatureSpawn retrySpawn{}; retrySpawn.guid = guid; retrySpawn.displayId = unit->getDisplayId(); retrySpawn.x = unit->getX(); retrySpawn.y = unit->getY(); retrySpawn.z = unit->getZ(); retrySpawn.orientation = unit->getOrientation(); pendingCreatureSpawns_.push_back(retrySpawn); pendingCreatureSpawnGuids_.insert(guid); } } } auto goq1 = std::chrono::high_resolution_clock::now(); processGameObjectSpawnQueue(); auto goq2 = std::chrono::high_resolution_clock::now(); goQTime += std::chrono::duration(goq2 - goq1).count(); auto m1 = std::chrono::high_resolution_clock::now(); processPendingMount(); auto m2 = std::chrono::high_resolution_clock::now(); mountTime += std::chrono::duration(m2 - m1).count(); auto nm1 = std::chrono::high_resolution_clock::now(); auto nm2 = std::chrono::high_resolution_clock::now(); npcMgrTime += std::chrono::duration(nm2 - nm1).count(); auto qm1 = std::chrono::high_resolution_clock::now(); // Update 3D quest markers above NPCs updateQuestMarkers(); auto qm2 = std::chrono::high_resolution_clock::now(); questMarkTime += std::chrono::duration(qm2 - qm1).count(); auto sync1 = std::chrono::high_resolution_clock::now(); // Sync server run speed to camera controller if (renderer && gameHandler && renderer->getCameraController()) { renderer->getCameraController()->setRunSpeedOverride(gameHandler->getServerRunSpeed()); } bool onTaxi = gameHandler && (gameHandler->isOnTaxiFlight() || gameHandler->isTaxiMountActive() || gameHandler->isTaxiActivationPending()); bool onTransportNow = gameHandler && gameHandler->isOnTransport(); if (worldEntryMovementGraceTimer_ > 0.0f) { worldEntryMovementGraceTimer_ -= deltaTime; } if (renderer && renderer->getCameraController()) { const bool externallyDrivenMotion = onTaxi || onTransportNow; // Keep physics frozen (externalFollow) during landing clamp when terrain // hasn't loaded yet — prevents gravity from pulling player through void. bool landingClampActive = !onTaxi && taxiLandingClampTimer_ > 0.0f && worldEntryMovementGraceTimer_ <= 0.0f && !gameHandler->isMounted(); renderer->getCameraController()->setExternalFollow(externallyDrivenMotion || landingClampActive); renderer->getCameraController()->setExternalMoving(externallyDrivenMotion); if (externallyDrivenMotion) { // Drop any stale local movement toggles while server drives taxi motion. renderer->getCameraController()->clearMovementInputs(); taxiLandingClampTimer_ = 0.0f; } if (lastTaxiFlight_ && !onTaxi) { renderer->getCameraController()->clearMovementInputs(); // Keep clamping until terrain loads at landing position. // Timer only counts down once a valid floor is found. taxiLandingClampTimer_ = 2.0f; } if (landingClampActive) { if (renderer && gameHandler) { glm::vec3 p = renderer->getCharacterPosition(); std::optional terrainFloor; std::optional wmoFloor; std::optional m2Floor; if (renderer->getTerrainManager()) { terrainFloor = renderer->getTerrainManager()->getHeightAt(p.x, p.y); } if (renderer->getWMORenderer()) { // Probe from above so we can recover when current Z is already below floor. wmoFloor = renderer->getWMORenderer()->getFloorHeight(p.x, p.y, p.z + 40.0f); } if (renderer->getM2Renderer()) { // Include M2 floors (bridges/platforms) in landing recovery. m2Floor = renderer->getM2Renderer()->getFloorHeight(p.x, p.y, p.z + 40.0f); } std::optional targetFloor; if (terrainFloor) targetFloor = terrainFloor; if (wmoFloor && (!targetFloor || *wmoFloor > *targetFloor)) targetFloor = wmoFloor; if (m2Floor && (!targetFloor || *m2Floor > *targetFloor)) targetFloor = m2Floor; if (targetFloor) { // Floor found — snap player to it and start countdown to release float targetZ = *targetFloor + 0.10f; if (std::abs(p.z - targetZ) > 0.05f) { p.z = targetZ; renderer->getCharacterPosition() = p; glm::vec3 canonical = core::coords::renderToCanonical(p); gameHandler->setPosition(canonical.x, canonical.y, canonical.z); gameHandler->sendMovement(game::Opcode::CMSG_MOVE_HEARTBEAT); } taxiLandingClampTimer_ -= deltaTime; } // No floor found: don't decrement timer, keep player frozen until terrain loads } } bool idleOrbit = renderer->getCameraController()->isIdleOrbit(); if (idleOrbit && !idleYawned_ && renderer) { renderer->playEmote("yawn"); idleYawned_ = true; } else if (!idleOrbit) { idleYawned_ = false; } } if (renderer) { renderer->setTaxiFlight(onTaxi); } if (renderer && renderer->getTerrainManager()) { renderer->getTerrainManager()->setStreamingEnabled(true); // Keep taxi streaming responsive so flight paths don't outrun terrain/model uploads. renderer->getTerrainManager()->setUpdateInterval(onTaxi ? 0.1f : 0.1f); renderer->getTerrainManager()->setLoadRadius(onTaxi ? 3 : 4); renderer->getTerrainManager()->setUnloadRadius(onTaxi ? 6 : 7); renderer->getTerrainManager()->setTaxiStreamingMode(onTaxi); } lastTaxiFlight_ = onTaxi; // Sync character render position ↔ canonical WoW coords each frame if (renderer && gameHandler) { bool onTransport = gameHandler->isOnTransport(); // Debug: Log transport state changes static bool wasOnTransport = false; if (onTransport != wasOnTransport) { LOG_INFO("Transport state changed: onTransport=", onTransport, " guid=0x", std::hex, gameHandler->getPlayerTransportGuid(), std::dec); wasOnTransport = onTransport; } if (onTaxi) { auto playerEntity = gameHandler->getEntityManager().getEntity(gameHandler->getPlayerGuid()); glm::vec3 canonical(0.0f); bool haveCanonical = false; if (playerEntity) { canonical = glm::vec3(playerEntity->getX(), playerEntity->getY(), playerEntity->getZ()); haveCanonical = true; } else { // Fallback for brief entity gaps during taxi start/updates: // movementInfo is still updated by client taxi simulation. const auto& move = gameHandler->getMovementInfo(); canonical = glm::vec3(move.x, move.y, move.z); haveCanonical = true; } if (haveCanonical) { glm::vec3 renderPos = core::coords::canonicalToRender(canonical); renderer->getCharacterPosition() = renderPos; if (renderer->getCameraController()) { glm::vec3* followTarget = renderer->getCameraController()->getFollowTargetMutable(); if (followTarget) { *followTarget = renderPos; } } } } else if (onTransport) { // Transport mode: compose world position from transport transform + local offset glm::vec3 canonical = gameHandler->getComposedWorldPosition(); glm::vec3 renderPos = core::coords::canonicalToRender(canonical); renderer->getCharacterPosition() = renderPos; // Keep movementInfo in lockstep with composed transport world position. gameHandler->setPosition(canonical.x, canonical.y, canonical.z); // Update camera follow target if (renderer->getCameraController()) { glm::vec3* followTarget = renderer->getCameraController()->getFollowTargetMutable(); if (followTarget) { *followTarget = renderPos; } } } else { 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(); // Keep all game-side orientation in canonical space. // We historically sent serverYaw = radians(yawDeg - 90). With the new // canonical<->server mapping (serverYaw = PI/2 - canonicalYaw), the // equivalent canonical yaw is radians(180 - yawDeg). float canonicalYaw = core::coords::normalizeAngleRad(glm::radians(180.0f - yawDeg)); gameHandler->setOrientation(canonicalYaw); } } // Keep creature render instances aligned with authoritative entity positions. // This prevents desync where target circles move with server entities but // creature models remain at stale spawn positions. if (renderer && gameHandler && renderer->getCharacterRenderer()) { auto* charRenderer = renderer->getCharacterRenderer(); glm::vec3 playerPos(0.0f); bool havePlayerPos = false; if (auto playerEntity = gameHandler->getEntityManager().getEntity(gameHandler->getPlayerGuid())) { playerPos = glm::vec3(playerEntity->getX(), playerEntity->getY(), playerEntity->getZ()); havePlayerPos = true; } const float syncRadiusSq = 320.0f * 320.0f; for (const auto& [guid, instanceId] : creatureInstances_) { auto entity = gameHandler->getEntityManager().getEntity(guid); if (!entity || entity->getType() != game::ObjectType::UNIT) continue; glm::vec3 canonical(entity->getX(), entity->getY(), entity->getZ()); if (havePlayerPos) { glm::vec3 d = canonical - playerPos; if (glm::dot(d, d) > syncRadiusSq) continue; } glm::vec3 renderPos = core::coords::canonicalToRender(canonical); charRenderer->setInstancePosition(instanceId, renderPos); float renderYaw = entity->getOrientation() + glm::radians(90.0f); charRenderer->setInstanceRotation(instanceId, glm::vec3(0.0f, 0.0f, renderYaw)); } } // Movement heartbeat is sent from GameHandler::update() to avoid // duplicate packets from multiple update loops. auto sync2 = std::chrono::high_resolution_clock::now(); syncTime += std::chrono::duration(sync2 - sync1).count(); // Log profiling every 60 frames if (++appProfileCounter >= 60) { LOG_DEBUG("APP UPDATE PROFILE (60 frames): gameHandler=", ghTime / 60.0f, "ms world=", worldTime / 60.0f, "ms spawn=", spawnTime / 60.0f, "ms creatureQ=", creatureQTime / 60.0f, "ms goQ=", goQTime / 60.0f, "ms mount=", mountTime / 60.0f, "ms npcMgr=", npcMgrTime / 60.0f, "ms questMark=", questMarkTime / 60.0f, "ms sync=", syncTime / 60.0f, "ms"); appProfileCounter = 0; ghTime = worldTime = spawnTime = 0.0f; creatureQTime = goQTime = mountTime = 0.0f; npcMgrTime = questMarkTime = syncTime = 0.0f; } break; } case AppState::DISCONNECTED: // Handle disconnection break; } // Update renderer (camera, etc.) only when in-game static int rendererProfileCounter = 0; static float rendererTime = 0.0f, uiTime = 0.0f; auto r1 = std::chrono::high_resolution_clock::now(); if (renderer && state == AppState::IN_GAME) { renderer->update(deltaTime); } auto r2 = std::chrono::high_resolution_clock::now(); rendererTime += std::chrono::duration(r2 - r1).count(); // Update UI auto u1 = std::chrono::high_resolution_clock::now(); if (uiManager) { uiManager->update(deltaTime); } auto u2 = std::chrono::high_resolution_clock::now(); uiTime += std::chrono::duration(u2 - u1).count(); if (state == AppState::IN_GAME && ++rendererProfileCounter >= 60) { LOG_DEBUG("RENDERER/UI PROFILE (60 frames): renderer=", rendererTime / 60.0f, "ms ui=", uiTime / 60.0f, "ms"); rendererProfileCounter = 0; rendererTime = uiTime = 0.0f; } } void Application::render() { if (!renderer) { return; } renderer->beginFrame(); // Only render 3D world when in-game if (state == AppState::IN_GAME) { if (world) { renderer->renderWorld(world.get(), gameHandler.get()); } else { renderer->renderWorld(nullptr, gameHandler.get()); } } // 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); }); // 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(); std::string accountName = authHandler->getUsername(); if (accountName.empty()) { LOG_WARNING("Auth username missing; falling back to TESTACCOUNT"); accountName = "TESTACCOUNT"; } uint32_t realmId = 0; { // WotLK AUTH_SESSION includes a RealmID field; some servers reject if it's wrong/zero. const auto& realms = authHandler->getRealms(); for (const auto& r : realms) { if (r.name == realmName && r.address == realmAddress) { realmId = r.id; break; } } LOG_INFO("Selected realmId=", realmId); } uint32_t clientBuild = 12340; // default WotLK if (expansionRegistry_) { auto* profile = expansionRegistry_->getActive(); if (profile) clientBuild = profile->worldBuild; } if (gameHandler->connect(host, port, sessionKey, accountName, clientBuild, realmId)) { LOG_INFO("Connected to world server, transitioning to character selection"); setState(AppState::CHARACTER_SELECTION); } else { LOG_ERROR("Failed to connect to world server"); } }); // Realm screen back button - return to login uiManager->getRealmScreen().setOnBack([this]() { if (authHandler) { authHandler->disconnect(); } uiManager->getRealmScreen().reset(); setState(AppState::AUTHENTICATION); }); // Character selection callback uiManager->getCharacterScreen().setOnCharacterSelected([this](uint64_t characterGuid) { LOG_INFO("Character selected: GUID=0x", std::hex, characterGuid, std::dec); // Always set the active character GUID if (gameHandler) { gameHandler->setActiveCharacterGuid(characterGuid); } // Online mode - login will be handled by world entry callback setState(AppState::IN_GAME); }); // Character create screen callbacks uiManager->getCharacterCreateScreen().setOnCreate([this](const game::CharCreateData& data) { pendingCreatedCharacterName_ = data.name; // Store name for auto-selection gameHandler->createCharacter(data); }); uiManager->getCharacterCreateScreen().setOnCancel([this]() { setState(AppState::CHARACTER_SELECTION); }); // Character create result callback gameHandler->setCharCreateCallback([this](bool success, const std::string& msg) { if (success) { // Auto-select the newly created character if (!pendingCreatedCharacterName_.empty()) { uiManager->getCharacterScreen().selectCharacterByName(pendingCreatedCharacterName_); pendingCreatedCharacterName_.clear(); } setState(AppState::CHARACTER_SELECTION); } else { uiManager->getCharacterCreateScreen().setStatus(msg, true); pendingCreatedCharacterName_.clear(); } }); // Character login failure callback gameHandler->setCharLoginFailCallback([this](const std::string& reason) { LOG_WARNING("Character login failed: ", reason); setState(AppState::CHARACTER_SELECTION); uiManager->getCharacterScreen().setStatus("Login failed: " + reason, true); }); // World entry callback (online mode) - load terrain when entering world gameHandler->setWorldEntryCallback([this](uint32_t mapId, float x, float y, float z) { LOG_INFO("Online world entry: mapId=", mapId, " pos=(", x, ", ", y, ", ", z, ")"); // Same-map teleport (taxi landing, GM teleport on same continent): // just update position, let terrain streamer handle tile loading incrementally. // A full reload is only needed on first entry or map change. if (mapId == loadedMapId_ && renderer && renderer->getTerrainManager()) { LOG_INFO("Same-map teleport (map ", mapId, "), skipping full world reload"); glm::vec3 canonical = core::coords::serverToCanonical(glm::vec3(x, y, z)); glm::vec3 renderPos = core::coords::canonicalToRender(canonical); renderer->getCharacterPosition() = renderPos; if (renderer->getCameraController()) { auto* ft = renderer->getCameraController()->getFollowTargetMutable(); if (ft) *ft = renderPos; } worldEntryMovementGraceTimer_ = 2.0f; taxiLandingClampTimer_ = 0.0f; lastTaxiFlight_ = false; return; } worldEntryMovementGraceTimer_ = 2.0f; taxiLandingClampTimer_ = 0.0f; lastTaxiFlight_ = false; loadOnlineWorldTerrain(mapId, x, y, z); loadedMapId_ = mapId; }); auto sampleBestFloorAt = [this](float x, float y, float probeZ) -> std::optional { std::optional terrainFloor; std::optional wmoFloor; std::optional m2Floor; if (renderer && renderer->getTerrainManager()) { terrainFloor = renderer->getTerrainManager()->getHeightAt(x, y); } if (renderer && renderer->getWMORenderer()) { wmoFloor = renderer->getWMORenderer()->getFloorHeight(x, y, probeZ); } if (renderer && renderer->getM2Renderer()) { m2Floor = renderer->getM2Renderer()->getFloorHeight(x, y, probeZ); } std::optional best; if (terrainFloor) best = terrainFloor; if (wmoFloor && (!best || *wmoFloor > *best)) best = wmoFloor; if (m2Floor && (!best || *m2Floor > *best)) best = m2Floor; return best; }; auto clearStuckMovement = [this]() { if (renderer && renderer->getCameraController()) { renderer->getCameraController()->clearMovementInputs(); } if (gameHandler) { gameHandler->forceClearTaxiAndMovementState(); gameHandler->sendMovement(game::Opcode::CMSG_MOVE_STOP); gameHandler->sendMovement(game::Opcode::CMSG_MOVE_STOP_STRAFE); gameHandler->sendMovement(game::Opcode::CMSG_MOVE_STOP_TURN); gameHandler->sendMovement(game::Opcode::CMSG_MOVE_STOP_SWIM); gameHandler->sendMovement(game::Opcode::CMSG_MOVE_HEARTBEAT); } }; auto syncTeleportedPositionToServer = [this](const glm::vec3& renderPos) { if (!gameHandler) return; glm::vec3 canonical = core::coords::renderToCanonical(renderPos); gameHandler->setPosition(canonical.x, canonical.y, canonical.z); gameHandler->sendMovement(game::Opcode::CMSG_MOVE_STOP); gameHandler->sendMovement(game::Opcode::CMSG_MOVE_STOP_STRAFE); gameHandler->sendMovement(game::Opcode::CMSG_MOVE_STOP_TURN); gameHandler->sendMovement(game::Opcode::CMSG_MOVE_HEARTBEAT); }; auto forceServerTeleportCommand = [this](const glm::vec3& renderPos) { if (!gameHandler) return; // Server-authoritative reset first, then teleport. gameHandler->sendChatMessage(game::ChatType::SAY, ".revive", ""); gameHandler->sendChatMessage(game::ChatType::SAY, ".dismount", ""); glm::vec3 canonical = core::coords::renderToCanonical(renderPos); glm::vec3 serverPos = core::coords::canonicalToServer(canonical); std::ostringstream cmd; cmd.setf(std::ios::fixed); cmd.precision(3); cmd << ".go xyz " << serverPos.x << " " << serverPos.y << " " << serverPos.z << " " << gameHandler->getCurrentMapId() << " " << gameHandler->getMovementInfo().orientation; gameHandler->sendChatMessage(game::ChatType::SAY, cmd.str(), ""); }; // /unstuck — nudge player forward and snap to floor at destination. gameHandler->setUnstuckCallback([this, sampleBestFloorAt, clearStuckMovement, syncTeleportedPositionToServer, forceServerTeleportCommand]() { if (!renderer || !renderer->getCameraController()) return; worldEntryMovementGraceTimer_ = std::max(worldEntryMovementGraceTimer_, 1.5f); taxiLandingClampTimer_ = 0.0f; lastTaxiFlight_ = false; clearStuckMovement(); auto* cc = renderer->getCameraController(); auto* ft = cc->getFollowTargetMutable(); if (!ft) return; glm::vec3 pos = *ft; // Always nudge forward first to escape stuck geometry (M2 models, collision seams). if (gameHandler) { float renderYaw = gameHandler->getMovementInfo().orientation + glm::radians(90.0f); pos.x += std::cos(renderYaw) * 5.0f; pos.y += std::sin(renderYaw) * 5.0f; } // Sample floor at the DESTINATION position (after nudge). if (auto floor = sampleBestFloorAt(pos.x, pos.y, pos.z + 60.0f)) { pos.z = *floor + 0.2f; } else { pos.z += 20.0f; } cc->teleportTo(pos); syncTeleportedPositionToServer(pos); forceServerTeleportCommand(pos); clearStuckMovement(); LOG_INFO("Unstuck: nudged forward and snapped to floor"); }); // /unstuckgy — stronger recovery: safe/home position, then sampled floor fallback. gameHandler->setUnstuckGyCallback([this, sampleBestFloorAt, clearStuckMovement, syncTeleportedPositionToServer, forceServerTeleportCommand]() { if (!renderer || !renderer->getCameraController()) return; worldEntryMovementGraceTimer_ = std::max(worldEntryMovementGraceTimer_, 1.5f); taxiLandingClampTimer_ = 0.0f; lastTaxiFlight_ = false; clearStuckMovement(); auto* cc = renderer->getCameraController(); auto* ft = cc->getFollowTargetMutable(); if (!ft) return; // Try last safe position first (nearby, terrain already loaded) if (cc->hasLastSafePosition()) { glm::vec3 safePos = cc->getLastSafePosition(); safePos.z += 5.0f; cc->teleportTo(safePos); syncTeleportedPositionToServer(safePos); forceServerTeleportCommand(safePos); clearStuckMovement(); LOG_INFO("Unstuck: teleported to last safe position"); return; } uint32_t bindMap = 0; glm::vec3 bindPos(0.0f); if (gameHandler && gameHandler->getHomeBind(bindMap, bindPos) && bindMap == gameHandler->getCurrentMapId()) { bindPos.z += 2.0f; cc->teleportTo(bindPos); syncTeleportedPositionToServer(bindPos); forceServerTeleportCommand(bindPos); clearStuckMovement(); LOG_INFO("Unstuck: teleported to home bind position"); return; } // No safe/bind position — try current XY with a high floor probe. glm::vec3 pos = *ft; if (auto floor = sampleBestFloorAt(pos.x, pos.y, pos.z + 120.0f)) { pos.z = *floor + 0.5f; cc->teleportTo(pos); syncTeleportedPositionToServer(pos); forceServerTeleportCommand(pos); clearStuckMovement(); LOG_INFO("Unstuck: teleported to sampled floor"); return; } // Last fallback: high snap to clear deeply bad geometry. pos.z += 60.0f; cc->teleportTo(pos); syncTeleportedPositionToServer(pos); forceServerTeleportCommand(pos); clearStuckMovement(); LOG_INFO("Unstuck: high fallback snap"); }); // Auto-unstuck: falling for > 5 seconds = void fall, teleport to map entry if (renderer->getCameraController()) { renderer->getCameraController()->setAutoUnstuckCallback([this]() { if (!renderer || !renderer->getCameraController()) return; auto* cc = renderer->getCameraController(); // Last resort: teleport to map entry point (terrain guaranteed loaded here) glm::vec3 spawnPos = cc->getDefaultPosition(); spawnPos.z += 5.0f; cc->teleportTo(spawnPos); LOG_INFO("Auto-unstuck: teleported to map entry point"); }); } // Bind point update (innkeeper) — position stored in gameHandler->getHomeBind() gameHandler->setBindPointCallback([this](uint32_t mapId, float x, float y, float z) { LOG_INFO("Bindpoint set: mapId=", mapId, " pos=(", x, ", ", y, ", ", z, ")"); }); // Faction hostility map is built in buildFactionHostilityMap() when character enters world // Creature spawn callback (online mode) - spawn creature models gameHandler->setCreatureSpawnCallback([this](uint64_t guid, uint32_t displayId, float x, float y, float z, float orientation) { // Queue spawns to avoid hanging when many creatures appear at once. // Deduplicate so repeated updates don't flood pending queue. if (creatureInstances_.count(guid)) return; if (pendingCreatureSpawnGuids_.count(guid)) return; pendingCreatureSpawns_.push_back({guid, displayId, x, y, z, orientation}); pendingCreatureSpawnGuids_.insert(guid); }); // Player spawn callback (online mode) - spawn player models with correct textures gameHandler->setPlayerSpawnCallback([this](uint64_t guid, uint32_t /*displayId*/, uint8_t raceId, uint8_t genderId, uint32_t appearanceBytes, uint8_t facialFeatures, float x, float y, float z, float orientation) { // Skip local player — already spawned as the main character uint64_t localGuid = gameHandler ? gameHandler->getPlayerGuid() : 0; uint64_t activeGuid = gameHandler ? gameHandler->getActiveCharacterGuid() : 0; if ((localGuid != 0 && guid == localGuid) || (activeGuid != 0 && guid == activeGuid) || (spawnedPlayerGuid_ != 0 && guid == spawnedPlayerGuid_)) { return; } if (playerInstances_.count(guid)) return; if (pendingPlayerSpawnGuids_.count(guid)) return; pendingPlayerSpawns_.push_back({guid, raceId, genderId, appearanceBytes, facialFeatures, x, y, z, orientation}); pendingPlayerSpawnGuids_.insert(guid); }); // Online player equipment callback - apply armor geosets/skin overlays per player instance. gameHandler->setPlayerEquipmentCallback([this](uint64_t guid, const std::array& displayInfoIds, const std::array& inventoryTypes) { // Queue equipment compositing instead of doing it immediately — // compositeWithRegions is expensive (file I/O + CPU blit + GPU upload) // and causes frame stutters if multiple players update at once. deferredEquipmentQueue_.push_back({guid, {displayInfoIds, inventoryTypes}}); }); // Creature despawn callback (online mode) - remove creature models gameHandler->setCreatureDespawnCallback([this](uint64_t guid) { despawnOnlineCreature(guid); }); gameHandler->setPlayerDespawnCallback([this](uint64_t guid) { despawnOnlinePlayer(guid); }); // GameObject spawn callback (online mode) - spawn static models (mailboxes, etc.) gameHandler->setGameObjectSpawnCallback([this](uint64_t guid, uint32_t entry, uint32_t displayId, float x, float y, float z, float orientation) { pendingGameObjectSpawns_.push_back({guid, entry, displayId, x, y, z, orientation}); }); // GameObject despawn callback (online mode) - remove static models gameHandler->setGameObjectDespawnCallback([this](uint64_t guid) { despawnOnlineGameObject(guid); }); // Level-up callback — play sound, cheer emote, and trigger UI ding overlay gameHandler->setLevelUpCallback([this](uint32_t newLevel) { if (uiManager) { uiManager->getGameScreen().triggerDing(newLevel); } }); // Mount callback (online mode) - defer heavy model load to next frame gameHandler->setMountCallback([this](uint32_t mountDisplayId) { if (mountDisplayId == 0) { // Dismount is instant (no loading needed) if (renderer && renderer->getCharacterRenderer() && mountInstanceId_ != 0) { renderer->getCharacterRenderer()->removeInstance(mountInstanceId_); mountInstanceId_ = 0; } mountModelId_ = 0; pendingMountDisplayId_ = 0; if (renderer) renderer->clearMount(); LOG_INFO("Dismounted"); return; } // Queue the mount for processing in the next update() frame pendingMountDisplayId_ = mountDisplayId; }); // Taxi precache callback - preload terrain tiles along flight path gameHandler->setTaxiPrecacheCallback([this](const std::vector& path) { if (!renderer || !renderer->getTerrainManager()) return; std::set> uniqueTiles; // Sample waypoints along path and gather tiles. // Denser sampling + neighbor coverage reduces in-flight stream spikes. const size_t stride = 2; for (size_t i = 0; i < path.size(); i += stride) { const auto& waypoint = path[i]; glm::vec3 renderPos = core::coords::canonicalToRender(waypoint); int tileX = static_cast(32 - (renderPos.x / 533.33333f)); int tileY = static_cast(32 - (renderPos.y / 533.33333f)); if (tileX >= 0 && tileX <= 63 && tileY >= 0 && tileY <= 63) { for (int dx = -1; dx <= 1; ++dx) { for (int dy = -1; dy <= 1; ++dy) { int nx = tileX + dx; int ny = tileY + dy; if (nx >= 0 && nx <= 63 && ny >= 0 && ny <= 63) { uniqueTiles.insert({nx, ny}); } } } } } // Ensure final destination tile is included. if (!path.empty()) { glm::vec3 renderPos = core::coords::canonicalToRender(path.back()); int tileX = static_cast(32 - (renderPos.x / 533.33333f)); int tileY = static_cast(32 - (renderPos.y / 533.33333f)); if (tileX >= 0 && tileX <= 63 && tileY >= 0 && tileY <= 63) { for (int dx = -1; dx <= 1; ++dx) { for (int dy = -1; dy <= 1; ++dy) { int nx = tileX + dx; int ny = tileY + dy; if (nx >= 0 && nx <= 63 && ny >= 0 && ny <= 63) { uniqueTiles.insert({nx, ny}); } } } } } std::vector> tilesToLoad(uniqueTiles.begin(), uniqueTiles.end()); if (tilesToLoad.size() > 512) { tilesToLoad.resize(512); } LOG_INFO("Precaching ", tilesToLoad.size(), " tiles for taxi route"); renderer->getTerrainManager()->precacheTiles(tilesToLoad); }); // Taxi orientation callback - update mount rotation during flight gameHandler->setTaxiOrientationCallback([this](float yaw, float pitch, float roll) { if (renderer && renderer->getCameraController()) { // Taxi callback now provides render-space yaw directly. float yawDegrees = glm::degrees(yaw); renderer->getCameraController()->setFacingYaw(yawDegrees); renderer->setCharacterYaw(yawDegrees); // Set mount pitch and roll for realistic flight animation renderer->setMountPitchRoll(pitch, roll); } }); // Taxi flight start callback - keep non-blocking to avoid hitching at takeoff. gameHandler->setTaxiFlightStartCallback([this]() { if (renderer && renderer->getTerrainManager() && renderer->getM2Renderer()) { LOG_INFO("Taxi flight start: incremental terrain/M2 streaming active"); uint32_t m2Count = renderer->getM2Renderer()->getModelCount(); uint32_t instCount = renderer->getM2Renderer()->getInstanceCount(); LOG_INFO("Current M2 VRAM state: ", m2Count, " models (", instCount, " instances)"); } }); // Creature move callback (online mode) - update creature positions gameHandler->setCreatureMoveCallback([this](uint64_t guid, float x, float y, float z, uint32_t durationMs) { if (!renderer || !renderer->getCharacterRenderer()) return; uint32_t instanceId = 0; auto pit = playerInstances_.find(guid); if (pit != playerInstances_.end()) instanceId = pit->second; else { auto it = creatureInstances_.find(guid); if (it != creatureInstances_.end()) instanceId = it->second; } if (instanceId != 0) { glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z)); float durationSec = static_cast(durationMs) / 1000.0f; renderer->getCharacterRenderer()->moveInstanceTo(instanceId, renderPos, durationSec); } }); gameHandler->setGameObjectMoveCallback([this](uint64_t guid, float x, float y, float z, float orientation) { auto it = gameObjectInstances_.find(guid); if (it == gameObjectInstances_.end() || !renderer) { return; } glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z)); auto& info = it->second; if (info.isWmo) { if (auto* wr = renderer->getWMORenderer()) { glm::mat4 transform(1.0f); transform = glm::translate(transform, renderPos); transform = glm::rotate(transform, orientation, glm::vec3(0, 0, 1)); wr->setInstanceTransform(info.instanceId, transform); } } else { if (auto* mr = renderer->getM2Renderer()) { glm::mat4 transform(1.0f); transform = glm::translate(transform, renderPos); transform = glm::rotate(transform, orientation, glm::vec3(0, 0, 1)); mr->setInstanceTransform(info.instanceId, transform); } } }); // Transport spawn callback (online mode) - register transports with TransportManager gameHandler->setTransportSpawnCallback([this](uint64_t guid, uint32_t entry, uint32_t displayId, float x, float y, float z, float orientation) { auto* transportManager = gameHandler->getTransportManager(); if (!transportManager || !renderer) return; // Get the WMO instance ID from the GameObject spawn auto it = gameObjectInstances_.find(guid); if (it == gameObjectInstances_.end()) { LOG_WARNING("Transport spawn callback: GameObject instance not found for GUID 0x", std::hex, guid, std::dec); return; } uint32_t wmoInstanceId = it->second.instanceId; LOG_INFO("Registering server transport: GUID=0x", std::hex, guid, std::dec, " entry=", entry, " displayId=", displayId, " wmoInstance=", wmoInstanceId, " pos=(", x, ", ", y, ", ", z, ")"); // TransportAnimation.dbc is indexed by GameObject entry uint32_t pathId = entry; const bool preferServerData = gameHandler && gameHandler->hasServerTransportUpdate(guid); bool clientAnim = transportManager->isClientSideAnimation(); LOG_INFO("Transport spawn callback: clientAnimation=", clientAnim, " guid=0x", std::hex, guid, std::dec, " entry=", entry, " pathId=", pathId, " preferServer=", preferServerData); // Coordinates are already canonical (converted in game_handler.cpp when entity was created) glm::vec3 canonicalSpawnPos(x, y, z); // Check if we have a real path from TransportAnimation.dbc (indexed by entry). // AzerothCore transport entries are not always 1:1 with DBC path ids. const bool shipOrZeppelinDisplay = (displayId == 3015 || displayId == 3031 || displayId == 7546 || displayId == 7446 || displayId == 1587 || displayId == 2454 || displayId == 807 || displayId == 808); bool hasUsablePath = transportManager->hasPathForEntry(entry); if (shipOrZeppelinDisplay) { // For true transports, reject tiny XY tracks that effectively look stationary. hasUsablePath = transportManager->hasUsableMovingPathForEntry(entry, 25.0f); } if (preferServerData) { // Strict server-authoritative mode: do not infer/remap fallback routes. if (!hasUsablePath) { std::vector path = { canonicalSpawnPos }; transportManager->loadPathFromNodes(pathId, path, false, 0.0f); LOG_INFO("Server-first strict registration: stationary fallback for GUID 0x", std::hex, guid, std::dec, " entry=", entry); } else { LOG_INFO("Server-first transport registration: using entry DBC path for entry ", entry); } } else if (!hasUsablePath) { // Remap/infer path by spawn position when entry doesn't map 1:1 to DBC ids. // For elevators (TB lift platforms), we must allow z-only paths here. bool allowZOnly = (displayId == 455 || displayId == 462); uint32_t inferredPath = transportManager->inferDbcPathForSpawn( canonicalSpawnPos, 1200.0f, allowZOnly); if (inferredPath != 0) { pathId = inferredPath; LOG_INFO("Using inferred transport path ", pathId, " for entry ", entry); } else { uint32_t remappedPath = transportManager->pickFallbackMovingPath(entry, displayId); if (remappedPath != 0) { pathId = remappedPath; LOG_INFO("Using remapped fallback transport path ", pathId, " for entry ", entry, " displayId=", displayId, " (usableEntryPath=", transportManager->hasPathForEntry(entry), ")"); } else { LOG_WARNING("No TransportAnimation.dbc path for entry ", entry, " - transport will be stationary"); // Fallback: Stationary at spawn point (wait for server to send real position) std::vector path = { canonicalSpawnPos }; transportManager->loadPathFromNodes(pathId, path, false, 0.0f); } } } else { LOG_INFO("Using real transport path from TransportAnimation.dbc for entry ", entry); } // Register the transport with spawn position (prevents rendering at origin until server update) transportManager->registerTransport(guid, wmoInstanceId, pathId, canonicalSpawnPos, entry); // Server-authoritative movement - set initial position from spawn data glm::vec3 canonicalPos(x, y, z); transportManager->updateServerTransport(guid, canonicalPos, orientation); // If a move packet arrived before registration completed, replay latest now. auto pendingIt = pendingTransportMoves_.find(guid); if (pendingIt != pendingTransportMoves_.end()) { const PendingTransportMove pending = pendingIt->second; transportManager->updateServerTransport(guid, glm::vec3(pending.x, pending.y, pending.z), pending.orientation); LOG_INFO("Replayed queued transport move for GUID=0x", std::hex, guid, std::dec, " pos=(", pending.x, ", ", pending.y, ", ", pending.z, ") orientation=", pending.orientation); pendingTransportMoves_.erase(pendingIt); } // For MO_TRANSPORT at (0,0,0): check if GO data is already cached with a taxiPathId if (glm::length(canonicalSpawnPos) < 1.0f && gameHandler) { auto goData = gameHandler->getCachedGameObjectInfo(entry); if (goData && goData->type == 15 && goData->hasData && goData->data[0] != 0) { uint32_t taxiPathId = goData->data[0]; if (transportManager->hasTaxiPath(taxiPathId)) { transportManager->assignTaxiPathToTransport(entry, taxiPathId); LOG_INFO("Assigned cached TaxiPathNode path for MO_TRANSPORT entry=", entry, " taxiPathId=", taxiPathId); } } } if (auto* tr = transportManager->getTransport(guid); tr) { LOG_INFO("Transport registered: guid=0x", std::hex, guid, std::dec, " entry=", entry, " displayId=", displayId, " pathId=", tr->pathId, " mode=", (tr->useClientAnimation ? "client" : "server"), " serverUpdates=", tr->serverUpdateCount); } else { LOG_INFO("Transport registered: guid=0x", std::hex, guid, std::dec, " entry=", entry, " displayId=", displayId, " (TransportManager instance missing)"); } }); // Transport move callback (online mode) - update transport gameobject positions gameHandler->setTransportMoveCallback([this](uint64_t guid, float x, float y, float z, float orientation) { LOG_INFO("Transport move callback: GUID=0x", std::hex, guid, std::dec, " pos=(", x, ", ", y, ", ", z, ") orientation=", orientation); auto* transportManager = gameHandler->getTransportManager(); if (!transportManager) { LOG_WARNING("Transport move callback: TransportManager is null!"); return; } // Check if transport exists - if not, treat this as a late spawn (reconnection/server restart) if (!transportManager->getTransport(guid)) { LOG_INFO("Received position update for unregistered transport 0x", std::hex, guid, std::dec, " - auto-spawning from position update"); // Get transport info from entity manager auto entity = gameHandler->getEntityManager().getEntity(guid); if (entity && entity->getType() == game::ObjectType::GAMEOBJECT) { auto go = std::static_pointer_cast(entity); uint32_t entry = go->getEntry(); uint32_t displayId = go->getDisplayId(); // Find the WMO instance for this transport (should exist from earlier GameObject spawn) auto it = gameObjectInstances_.find(guid); if (it != gameObjectInstances_.end()) { uint32_t wmoInstanceId = it->second.instanceId; // TransportAnimation.dbc is indexed by GameObject entry uint32_t pathId = entry; const bool preferServerData = gameHandler && gameHandler->hasServerTransportUpdate(guid); // Coordinates are already canonical (converted in game_handler.cpp) glm::vec3 canonicalSpawnPos(x, y, z); // Check if we have a real usable path, otherwise remap/infer/fall back to stationary. const bool shipOrZeppelinDisplay = (displayId == 3015 || displayId == 3031 || displayId == 7546 || displayId == 7446 || displayId == 1587 || displayId == 2454 || displayId == 807 || displayId == 808); bool hasUsablePath = transportManager->hasPathForEntry(entry); if (shipOrZeppelinDisplay) { hasUsablePath = transportManager->hasUsableMovingPathForEntry(entry, 25.0f); } if (preferServerData) { // Strict server-authoritative mode: no inferred/remapped fallback routes. if (!hasUsablePath) { std::vector path = { canonicalSpawnPos }; transportManager->loadPathFromNodes(pathId, path, false, 0.0f); LOG_INFO("Auto-spawned transport in strict server-first mode (stationary fallback): entry=", entry, " displayId=", displayId, " wmoInstance=", wmoInstanceId); } else { LOG_INFO("Auto-spawned transport in server-first mode with entry DBC path: entry=", entry, " displayId=", displayId, " wmoInstance=", wmoInstanceId); } } else if (!hasUsablePath) { bool allowZOnly = (displayId == 455 || displayId == 462); uint32_t inferredPath = transportManager->inferDbcPathForSpawn( canonicalSpawnPos, 1200.0f, allowZOnly); if (inferredPath != 0) { pathId = inferredPath; LOG_INFO("Auto-spawned transport with inferred path: entry=", entry, " inferredPath=", pathId, " displayId=", displayId, " wmoInstance=", wmoInstanceId); } else { uint32_t remappedPath = transportManager->pickFallbackMovingPath(entry, displayId); if (remappedPath != 0) { pathId = remappedPath; LOG_INFO("Auto-spawned transport with remapped fallback path: entry=", entry, " remappedPath=", pathId, " displayId=", displayId, " wmoInstance=", wmoInstanceId); } else { std::vector path = { canonicalSpawnPos }; transportManager->loadPathFromNodes(pathId, path, false, 0.0f); LOG_INFO("Auto-spawned transport with stationary path: entry=", entry, " displayId=", displayId, " wmoInstance=", wmoInstanceId); } } } else { LOG_INFO("Auto-spawned transport with real path: entry=", entry, " displayId=", displayId, " wmoInstance=", wmoInstanceId); } transportManager->registerTransport(guid, wmoInstanceId, pathId, canonicalSpawnPos, entry); } else { pendingTransportMoves_[guid] = PendingTransportMove{x, y, z, orientation}; LOG_DEBUG("Cannot auto-spawn transport 0x", std::hex, guid, std::dec, " - WMO instance not found yet (queued move for replay)"); return; } } else { pendingTransportMoves_[guid] = PendingTransportMove{x, y, z, orientation}; LOG_DEBUG("Cannot auto-spawn transport 0x", std::hex, guid, std::dec, " - entity not found in EntityManager (queued move for replay)"); return; } } // Update TransportManager's internal state (position, rotation, transform matrices) // This also updates the WMO renderer automatically // Coordinates are already canonical (converted in game_handler.cpp when entity was created) glm::vec3 canonicalPos(x, y, z); transportManager->updateServerTransport(guid, canonicalPos, orientation); // Move player with transport if riding it if (gameHandler && gameHandler->isOnTransport() && gameHandler->getPlayerTransportGuid() == guid && renderer) { auto* cc = renderer->getCameraController(); if (cc) { glm::vec3* ft = cc->getFollowTargetMutable(); if (ft) { // Get player world position from TransportManager (handles transform properly) glm::vec3 offset = gameHandler->getPlayerTransportOffset(); glm::vec3 worldPos = transportManager->getPlayerWorldPosition(guid, offset); *ft = worldPos; } } } }); // NPC death callback (online mode) - play death animation gameHandler->setNpcDeathCallback([this](uint64_t guid) { deadCreatureGuids_.insert(guid); auto it = creatureInstances_.find(guid); if (it != creatureInstances_.end() && renderer && renderer->getCharacterRenderer()) { renderer->getCharacterRenderer()->playAnimation(it->second, 1, false); // Death } }); // NPC respawn callback (online mode) - reset to idle animation gameHandler->setNpcRespawnCallback([this](uint64_t guid) { deadCreatureGuids_.erase(guid); auto it = creatureInstances_.find(guid); if (it != creatureInstances_.end() && renderer && renderer->getCharacterRenderer()) { renderer->getCharacterRenderer()->playAnimation(it->second, 0, true); // Idle } }); // NPC swing callback (online mode) - play attack animation gameHandler->setNpcSwingCallback([this](uint64_t guid) { auto it = creatureInstances_.find(guid); if (it != creatureInstances_.end() && renderer && renderer->getCharacterRenderer()) { renderer->getCharacterRenderer()->playAnimation(it->second, 16, false); // Attack } }); // NPC greeting callback - play voice line gameHandler->setNpcGreetingCallback([this](uint64_t guid, const glm::vec3& position) { if (renderer && renderer->getNpcVoiceManager()) { // Convert canonical to render coords for 3D audio glm::vec3 renderPos = core::coords::canonicalToRender(position); // Detect voice type from NPC display ID audio::VoiceType voiceType = audio::VoiceType::GENERIC; auto entity = gameHandler->getEntityManager().getEntity(guid); if (entity && entity->getType() == game::ObjectType::UNIT) { auto unit = std::static_pointer_cast(entity); uint32_t displayId = unit->getDisplayId(); voiceType = detectVoiceTypeFromDisplayId(displayId); } renderer->getNpcVoiceManager()->playGreeting(guid, voiceType, renderPos); } }); // NPC farewell callback - play farewell voice line gameHandler->setNpcFarewellCallback([this](uint64_t guid, const glm::vec3& position) { if (renderer && renderer->getNpcVoiceManager()) { glm::vec3 renderPos = core::coords::canonicalToRender(position); audio::VoiceType voiceType = audio::VoiceType::GENERIC; auto entity = gameHandler->getEntityManager().getEntity(guid); if (entity && entity->getType() == game::ObjectType::UNIT) { auto unit = std::static_pointer_cast(entity); uint32_t displayId = unit->getDisplayId(); voiceType = detectVoiceTypeFromDisplayId(displayId); } renderer->getNpcVoiceManager()->playFarewell(guid, voiceType, renderPos); } }); // NPC vendor callback - play vendor voice line gameHandler->setNpcVendorCallback([this](uint64_t guid, const glm::vec3& position) { if (renderer && renderer->getNpcVoiceManager()) { glm::vec3 renderPos = core::coords::canonicalToRender(position); audio::VoiceType voiceType = audio::VoiceType::GENERIC; auto entity = gameHandler->getEntityManager().getEntity(guid); if (entity && entity->getType() == game::ObjectType::UNIT) { auto unit = std::static_pointer_cast(entity); uint32_t displayId = unit->getDisplayId(); voiceType = detectVoiceTypeFromDisplayId(displayId); } renderer->getNpcVoiceManager()->playVendor(guid, voiceType, renderPos); } }); // NPC aggro callback - play combat start voice line gameHandler->setNpcAggroCallback([this](uint64_t guid, const glm::vec3& position) { if (renderer && renderer->getNpcVoiceManager()) { glm::vec3 renderPos = core::coords::canonicalToRender(position); audio::VoiceType voiceType = audio::VoiceType::GENERIC; auto entity = gameHandler->getEntityManager().getEntity(guid); if (entity && entity->getType() == game::ObjectType::UNIT) { auto unit = std::static_pointer_cast(entity); uint32_t displayId = unit->getDisplayId(); voiceType = detectVoiceTypeFromDisplayId(displayId); } renderer->getNpcVoiceManager()->playAggro(guid, voiceType, renderPos); } }); // "Create Character" button on character screen uiManager->getCharacterScreen().setOnCreateCharacter([this]() { uiManager->getCharacterCreateScreen().reset(); // Apply expansion race/class constraints before showing the screen if (expansionRegistry_ && expansionRegistry_->getActive()) { auto* profile = expansionRegistry_->getActive(); uiManager->getCharacterCreateScreen().setExpansionConstraints( profile->races, profile->classes); } uiManager->getCharacterCreateScreen().initializePreview(assetManager.get()); setState(AppState::CHARACTER_CREATION); }); // "Back" button on character screen uiManager->getCharacterScreen().setOnBack([this]() { // Disconnect from world server and reset UI state for fresh realm selection if (gameHandler) { gameHandler->disconnect(); } uiManager->getRealmScreen().reset(); uiManager->getCharacterScreen().reset(); setState(AppState::REALM_SELECTION); }); // "Delete Character" button on character screen uiManager->getCharacterScreen().setOnDeleteCharacter([this](uint64_t guid) { if (gameHandler) { gameHandler->deleteCharacter(guid); } }); // Character delete result callback gameHandler->setCharDeleteCallback([this](bool success) { if (success) { uiManager->getCharacterScreen().setStatus("Character deleted."); // Refresh character list gameHandler->requestCharacterList(); } else { uint8_t code = gameHandler ? gameHandler->getLastCharDeleteResult() : 0xFF; uiManager->getCharacterScreen().setStatus( "Delete failed (code " + std::to_string(static_cast(code)) + ").", true); } }); } void Application::spawnPlayerCharacter() { if (playerCharacterSpawned) return; if (!renderer || !renderer->getCharacterRenderer() || !renderer->getCamera()) return; auto* charRenderer = renderer->getCharacterRenderer(); auto* camera = renderer->getCamera(); bool loaded = false; std::string m2Path = getPlayerModelPath(); std::string modelDir; std::string baseName; { size_t slash = m2Path.rfind('\\'); if (slash != std::string::npos) { modelDir = m2Path.substr(0, slash + 1); baseName = m2Path.substr(slash + 1); } else { baseName = m2Path; } size_t dot = baseName.rfind('.'); if (dot != std::string::npos) { baseName = baseName.substr(0, dot); } } // Try loading selected character model from MPQ if (assetManager && assetManager->isInitialized()) { auto m2Data = assetManager->readFile(m2Path); if (!m2Data.empty()) { auto model = pipeline::M2Loader::load(m2Data); // Load skin file for submesh/batch data std::string skinPath = modelDir + baseName + "00.skin"; auto skinData = assetManager->readFile(skinPath); if (!skinData.empty() && model.version >= 264) { 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 textures from CharSections.dbc for all races bool useCharSections = true; uint32_t targetRaceId = static_cast(playerRace_); uint32_t targetSexId = (playerGender_ == game::Gender::FEMALE) ? 1u : 0u; // Race name for fallback texture paths const char* raceFolderName = "Human"; switch (playerRace_) { case game::Race::HUMAN: raceFolderName = "Human"; break; case game::Race::ORC: raceFolderName = "Orc"; break; case game::Race::DWARF: raceFolderName = "Dwarf"; break; case game::Race::NIGHT_ELF: raceFolderName = "NightElf"; break; case game::Race::UNDEAD: raceFolderName = "Scourge"; break; case game::Race::TAUREN: raceFolderName = "Tauren"; break; case game::Race::GNOME: raceFolderName = "Gnome"; break; case game::Race::TROLL: raceFolderName = "Troll"; break; case game::Race::BLOOD_ELF: raceFolderName = "BloodElf"; break; case game::Race::DRAENEI: raceFolderName = "Draenei"; break; default: break; } const char* genderFolder = (playerGender_ == game::Gender::FEMALE) ? "Female" : "Male"; std::string raceGender = std::string(raceFolderName) + genderFolder; std::string bodySkinPath = std::string("Character\\") + raceFolderName + "\\" + genderFolder + "\\" + raceGender + "Skin00_00.blp"; std::string pelvisPath = std::string("Character\\") + raceFolderName + "\\" + genderFolder + "\\" + raceGender + "NakedPelvisSkin00_00.blp"; std::string faceLowerTexturePath; std::string faceUpperTexturePath; std::vector underwearPaths; // Extract appearance bytes for texture lookups uint8_t charSkinId = 0, charFaceId = 0, charHairStyleId = 0, charHairColorId = 0; if (gameHandler) { const game::Character* activeChar = gameHandler->getActiveCharacter(); if (activeChar) { charSkinId = activeChar->appearanceBytes & 0xFF; charFaceId = (activeChar->appearanceBytes >> 8) & 0xFF; charHairStyleId = (activeChar->appearanceBytes >> 16) & 0xFF; charHairColorId = (activeChar->appearanceBytes >> 24) & 0xFF; LOG_INFO("Appearance: skin=", (int)charSkinId, " face=", (int)charFaceId, " hairStyle=", (int)charHairStyleId, " hairColor=", (int)charHairColorId); } } std::string hairTexturePath; if (useCharSections) { auto charSectionsDbc = assetManager->loadDBC("CharSections.dbc"); if (charSectionsDbc) { LOG_INFO("CharSections.dbc loaded: ", charSectionsDbc->getRecordCount(), " records"); const auto* csL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CharSections") : nullptr; bool foundSkin = false; bool foundUnderwear = false; bool foundFaceLower = false; bool foundHair = false; for (uint32_t r = 0; r < charSectionsDbc->getRecordCount(); r++) { uint32_t raceId = charSectionsDbc->getUInt32(r, csL ? (*csL)["RaceID"] : 1); uint32_t sexId = charSectionsDbc->getUInt32(r, csL ? (*csL)["SexID"] : 2); uint32_t baseSection = charSectionsDbc->getUInt32(r, csL ? (*csL)["BaseSection"] : 3); uint32_t variationIndex = charSectionsDbc->getUInt32(r, csL ? (*csL)["VariationIndex"] : 4); uint32_t colorIndex = charSectionsDbc->getUInt32(r, csL ? (*csL)["ColorIndex"] : 5); if (raceId != targetRaceId || sexId != targetSexId) continue; // Section 0 = skin: match by colorIndex = skin byte const uint32_t csTex1 = csL ? (*csL)["Texture1"] : 6; if (baseSection == 0 && !foundSkin && colorIndex == charSkinId) { std::string tex1 = charSectionsDbc->getString(r, csTex1); if (!tex1.empty()) { bodySkinPath = tex1; foundSkin = true; LOG_INFO(" DBC body skin: ", bodySkinPath, " (skin=", (int)charSkinId, ")"); } } // Section 3 = hair: match variation=hairStyle, color=hairColor else if (baseSection == 3 && !foundHair && variationIndex == charHairStyleId && colorIndex == charHairColorId) { hairTexturePath = charSectionsDbc->getString(r, csTex1); if (!hairTexturePath.empty()) { foundHair = true; LOG_INFO(" DBC hair texture: ", hairTexturePath, " (style=", (int)charHairStyleId, " color=", (int)charHairColorId, ")"); } } // Section 1 = face: match variation=faceId, colorIndex=skinId // Texture1 = face lower, Texture2 = face upper else if (baseSection == 1 && !foundFaceLower && variationIndex == charFaceId && colorIndex == charSkinId) { std::string tex1 = charSectionsDbc->getString(r, csTex1); std::string tex2 = charSectionsDbc->getString(r, csTex1 + 1); if (!tex1.empty()) { faceLowerTexturePath = tex1; LOG_INFO(" DBC face lower: ", faceLowerTexturePath); } if (!tex2.empty()) { faceUpperTexturePath = tex2; LOG_INFO(" DBC face upper: ", faceUpperTexturePath); } foundFaceLower = true; } // Section 4 = underwear else if (baseSection == 4 && !foundUnderwear && colorIndex == charSkinId) { for (uint32_t f = csTex1; f <= csTex1 + 2; f++) { std::string tex = charSectionsDbc->getString(r, f); if (!tex.empty()) { underwearPaths.push_back(tex); LOG_INFO(" DBC underwear texture: ", tex); } } foundUnderwear = true; } if (foundSkin && foundHair && foundFaceLower && foundUnderwear) break; } if (!foundHair) { LOG_WARNING("No DBC hair match for style=", (int)charHairStyleId, " color=", (int)charHairColorId, " race=", targetRaceId, " sex=", targetSexId); } } 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) { if (!hairTexturePath.empty()) { tex.filename = hairTexturePath; } else if (tex.filename.empty()) { tex.filename = std::string("Character\\") + raceFolderName + "\\Hair00_00.blp"; } } else if (tex.type == 8 && tex.filename.empty()) { if (!underwearPaths.empty()) { tex.filename = underwearPaths[0]; } else { tex.filename = pelvisPath; } } } } // 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), "%s%s%04u-%02u.anim", modelDir.c_str(), baseName.c_str(), model.sequences[si].id, model.sequences[si].variationIndex); auto animFileData = assetManager->readFileOptional(animFileName); if (!animFileData.empty()) { pipeline::M2Loader::loadAnimFile(m2Data, animFileData, si, model); } } } charRenderer->loadModel(model, 1); if (useCharSections) { // Save skin composite state for re-compositing on equipment changes // Include face textures so compositeWithRegions can rebuild the full base bodySkinPath_ = bodySkinPath; underwearPaths_.clear(); if (!faceLowerTexturePath.empty()) underwearPaths_.push_back(faceLowerTexturePath); if (!faceUpperTexturePath.empty()) underwearPaths_.push_back(faceUpperTexturePath); for (const auto& up : underwearPaths) underwearPaths_.push_back(up); // Composite body skin + face + underwear overlays { std::vector layers; layers.push_back(bodySkinPath); if (!faceLowerTexturePath.empty()) layers.push_back(faceLowerTexturePath); if (!faceUpperTexturePath.empty()) layers.push_back(faceUpperTexturePath); for (const auto& up : underwearPaths) { layers.push_back(up); } if (layers.size() > 1) { 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+face+underwear"); break; } } } } } // Override hair texture on GPU (type-6 slot) after model load if (!hairTexturePath.empty()) { GLuint hairTex = charRenderer->loadTexture(hairTexturePath); if (hairTex != 0) { for (size_t ti = 0; ti < model.textures.size(); ti++) { if (model.textures[ti].type == 6) { charRenderer->setModelTexture(1, static_cast(ti), hairTex); LOG_INFO("Applied DBC hair texture to slot ", ti, ": ", hairTexturePath); break; } } } } } else { bodySkinPath_.clear(); underwearPaths_.clear(); } // 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 character model: ", m2Path, " (", 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++) { } } } } // 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 the active character (match CharacterPreview logic). // Previous hardcoded values (notably always inserting 101) caused wrong hair meshes in-world. std::unordered_set activeGeosets; // Body parts (group 0: IDs 0-99, some models use up to 27) for (uint16_t i = 0; i <= 99; i++) activeGeosets.insert(i); uint8_t hairStyleId = 0; uint8_t facialId = 0; if (gameHandler) { if (const game::Character* ch = gameHandler->getActiveCharacter()) { hairStyleId = static_cast((ch->appearanceBytes >> 16) & 0xFF); facialId = ch->facialFeatures; } } // Hair style geoset: group 1 = 100 + variation + 1 activeGeosets.insert(static_cast(100 + hairStyleId + 1)); // Facial hair geoset: group 2 = 200 + variation + 1 activeGeosets.insert(static_cast(200 + facialId + 1)); activeGeosets.insert(401); // Bare forearms (no gloves) — group 4 activeGeosets.insert(502); // Bare shins (no boots) — group 5 activeGeosets.insert(702); // Ears: default activeGeosets.insert(801); // Bare wrists (no chest armor sleeves) — group 8 activeGeosets.insert(902); // Kneepads: default — group 9 activeGeosets.insert(1301); // Bare legs (no pants) — group 13 activeGeosets.insert(1502); // No cloak — group 15 activeGeosets.insert(2002); // Bare feet — group 20 // 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; // Track which character's appearance this instance represents so we can // respawn if the user logs into a different character without restarting. spawnedPlayerGuid_ = gameHandler ? gameHandler->getActiveCharacterGuid() : 0; spawnedAppearanceBytes_ = 0; spawnedFacialFeatures_ = 0; if (gameHandler) { if (const game::Character* ch = gameHandler->getActiveCharacter()) { spawnedAppearanceBytes_ = ch->appearanceBytes; spawnedFacialFeatures_ = ch->facialFeatures; } } // 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 }, }; if (weaponsSheathed_) { for (const auto& ws : weaponSlots) { charRenderer->detachWeapon(charInstanceId, ws.attachmentId); } return; } 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; } const auto* idiL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr; std::string modelName = displayInfoDbc->getString(static_cast(recIdx), idiL ? (*idiL)["LeftModel"] : 1); std::string textureName = displayInfoDbc->getString(static_cast(recIdx), idiL ? (*idiL)["LeftModelTexture"] : 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() && weaponModel.version >= 264) { 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::buildFactionHostilityMap(uint8_t playerRace) { if (!assetManager || !assetManager->isInitialized() || !gameHandler) return; auto ftDbc = assetManager->loadDBC("FactionTemplate.dbc"); auto fDbc = assetManager->loadDBC("Faction.dbc"); if (!ftDbc || !ftDbc->isLoaded()) return; // Race enum → race mask bit: race 1=0x1, 2=0x2, 3=0x4, 4=0x8, 5=0x10, 6=0x20, 7=0x40, 8=0x80, 10=0x200, 11=0x400 uint32_t playerRaceMask = 0; if (playerRace >= 1 && playerRace <= 8) { playerRaceMask = 1u << (playerRace - 1); } else if (playerRace == 10) { playerRaceMask = 0x200; // Blood Elf } else if (playerRace == 11) { playerRaceMask = 0x400; // Draenei } // Race → player faction template ID // Human=1, Orc=2, Dwarf=3, NightElf=4, Undead=5, Tauren=6, Gnome=115, Troll=116, BloodElf=1610, Draenei=1629 uint32_t playerFtId = 0; switch (playerRace) { case 1: playerFtId = 1; break; // Human case 2: playerFtId = 2; break; // Orc case 3: playerFtId = 3; break; // Dwarf case 4: playerFtId = 4; break; // Night Elf case 5: playerFtId = 5; break; // Undead case 6: playerFtId = 6; break; // Tauren case 7: playerFtId = 115; break; // Gnome case 8: playerFtId = 116; break; // Troll case 10: playerFtId = 1610; break; // Blood Elf case 11: playerFtId = 1629; break; // Draenei default: playerFtId = 1; break; } // Build set of hostile parent faction IDs from Faction.dbc base reputation const auto* facL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("Faction") : nullptr; const auto* ftL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("FactionTemplate") : nullptr; std::unordered_set hostileParentFactions; if (fDbc && fDbc->isLoaded()) { const uint32_t facID = facL ? (*facL)["ID"] : 0; const uint32_t facRaceMask0 = facL ? (*facL)["ReputationRaceMask0"] : 2; const uint32_t facBase0 = facL ? (*facL)["ReputationBase0"] : 10; for (uint32_t i = 0; i < fDbc->getRecordCount(); i++) { uint32_t factionId = fDbc->getUInt32(i, facID); for (int slot = 0; slot < 4; slot++) { uint32_t raceMask = fDbc->getUInt32(i, facRaceMask0 + slot); if (raceMask & playerRaceMask) { int32_t baseRep = fDbc->getInt32(i, facBase0 + slot); if (baseRep < 0) { hostileParentFactions.insert(factionId); } break; } } } LOG_INFO("Faction.dbc: ", hostileParentFactions.size(), " factions hostile to race ", (int)playerRace); } // Get player faction template data const uint32_t ftID = ftL ? (*ftL)["ID"] : 0; const uint32_t ftFaction = ftL ? (*ftL)["Faction"] : 1; const uint32_t ftFG = ftL ? (*ftL)["FactionGroup"] : 3; const uint32_t ftFriend = ftL ? (*ftL)["FriendGroup"] : 4; const uint32_t ftEnemy = ftL ? (*ftL)["EnemyGroup"] : 5; const uint32_t ftEnemy0 = ftL ? (*ftL)["Enemy0"] : 6; uint32_t playerFriendGroup = 0; uint32_t playerEnemyGroup = 0; uint32_t playerFactionId = 0; for (uint32_t i = 0; i < ftDbc->getRecordCount(); i++) { if (ftDbc->getUInt32(i, ftID) == playerFtId) { playerFriendGroup = ftDbc->getUInt32(i, ftFriend) | ftDbc->getUInt32(i, ftFG); playerEnemyGroup = ftDbc->getUInt32(i, ftEnemy); playerFactionId = ftDbc->getUInt32(i, ftFaction); break; } } // Build hostility map for each faction template std::unordered_map factionMap; for (uint32_t i = 0; i < ftDbc->getRecordCount(); i++) { uint32_t id = ftDbc->getUInt32(i, ftID); uint32_t parentFaction = ftDbc->getUInt32(i, ftFaction); uint32_t factionGroup = ftDbc->getUInt32(i, ftFG); uint32_t friendGroup = ftDbc->getUInt32(i, ftFriend); uint32_t enemyGroup = ftDbc->getUInt32(i, ftEnemy); // 1. Symmetric group check bool hostile = (enemyGroup & playerFriendGroup) != 0 || (factionGroup & playerEnemyGroup) != 0; // 2. Monster factionGroup bit (8) if (!hostile && (factionGroup & 8) != 0) { hostile = true; } // 3. Individual enemy faction IDs if (!hostile && playerFactionId > 0) { for (uint32_t e = ftEnemy0; e <= ftEnemy0 + 3; e++) { if (ftDbc->getUInt32(i, e) == playerFactionId) { hostile = true; break; } } } // 4. Parent faction base reputation check (Faction.dbc) if (!hostile && parentFaction > 0) { if (hostileParentFactions.count(parentFaction)) { hostile = true; } } // 5. If explicitly friendly (friendGroup includes player), override to non-hostile if (hostile && (friendGroup & playerFriendGroup) != 0) { hostile = false; } factionMap[id] = hostile; } uint32_t hostileCount = 0; for (const auto& [fid, h] : factionMap) { if (h) hostileCount++; } gameHandler->setFactionHostileMap(std::move(factionMap)); LOG_INFO("Faction hostility for race ", (int)playerRace, " (FT ", playerFtId, "): ", hostileCount, "/", ftDbc->getRecordCount(), " hostile (friendGroup=0x", std::hex, playerFriendGroup, ", enemyGroup=0x", playerEnemyGroup, std::dec, ")"); } void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float z) { if (!renderer || !assetManager || !assetManager->isInitialized()) { LOG_WARNING("Cannot load online terrain: renderer or assets not ready"); return; } // --- Loading screen for online mode --- rendering::LoadingScreen loadingScreen; bool loadingScreenOk = loadingScreen.initialize(); auto showProgress = [&](const char* msg, float progress) { SDL_Event event; while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { window->setShouldClose(true); loadingScreen.shutdown(); return; } if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED) { int w = event.window.data1; int h = event.window.data2; window->setSize(w, h); glViewport(0, 0, w, h); if (renderer && renderer->getCamera()) { renderer->getCamera()->setAspectRatio(static_cast(w) / h); } } } if (!loadingScreenOk) return; loadingScreen.setStatus(msg); loadingScreen.setProgress(progress); loadingScreen.render(); window->swapBuffers(); }; showProgress("Entering world...", 0.0f); // Resolve map folder name from Map.dbc (authoritative for world/instance maps). // This is required for instances like DeeprunTram (map 369) that are not Azeroth/Kalimdor. if (!mapNameCacheLoaded_ && assetManager) { mapNameCacheLoaded_ = true; if (auto mapDbc = assetManager->loadDBC("Map.dbc"); mapDbc && mapDbc->isLoaded()) { mapNameById_.reserve(mapDbc->getRecordCount()); const auto* mapL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("Map") : nullptr; for (uint32_t i = 0; i < mapDbc->getRecordCount(); i++) { uint32_t id = mapDbc->getUInt32(i, mapL ? (*mapL)["ID"] : 0); std::string internalName = mapDbc->getString(i, mapL ? (*mapL)["InternalName"] : 1); if (!internalName.empty() && mapNameById_.find(id) == mapNameById_.end()) { mapNameById_[id] = std::move(internalName); } } LOG_INFO("Loaded Map.dbc map-name cache: ", mapNameById_.size(), " entries"); } else { LOG_WARNING("Map.dbc not available; using fallback map-id mapping"); } } std::string mapName; if (auto it = mapNameById_.find(mapId); it != mapNameById_.end()) { mapName = it->second; } else { mapName = mapIdToName(mapId); } if (mapName.empty()) { LOG_WARNING("Unknown mapId ", mapId, " (no Map.dbc entry); falling back to Azeroth"); mapName = "Azeroth"; } LOG_INFO("Loading online world terrain for map '", mapName, "' (ID ", mapId, ")"); // Convert server coordinates to canonical WoW coordinates // Server sends: X=West (canonical.Y), Y=North (canonical.X), Z=Up glm::vec3 spawnCanonical = core::coords::serverToCanonical(glm::vec3(x, y, z)); glm::vec3 spawnRender = core::coords::canonicalToRender(spawnCanonical); // Set camera position if (renderer->getCameraController()) { renderer->getCameraController()->setOnlineMode(true); renderer->getCameraController()->setDefaultSpawn(spawnRender, 0.0f, -15.0f); renderer->getCameraController()->reset(); renderer->getCameraController()->startIntroPan(2.8f, 140.0f); } // Set map name for WMO renderer if (renderer->getWMORenderer()) { renderer->getWMORenderer()->setMapName(mapName); } // Set map name for terrain manager if (renderer->getTerrainManager()) { renderer->getTerrainManager()->setMapName(mapName); } // Connect TransportManager to WMORenderer (for server transports) if (gameHandler && gameHandler->getTransportManager() && renderer->getWMORenderer()) { gameHandler->getTransportManager()->setWMORenderer(renderer->getWMORenderer()); LOG_INFO("TransportManager connected to WMORenderer for online mode"); } // Connect WMORenderer to M2Renderer (for hierarchical transforms: doodads following WMO parents) if (renderer->getWMORenderer() && renderer->getM2Renderer()) { renderer->getWMORenderer()->setM2Renderer(renderer->getM2Renderer()); LOG_INFO("WMORenderer connected to M2Renderer for hierarchical doodad transforms"); } showProgress("Loading character model...", 0.05f); // Build faction hostility map for this character's race if (gameHandler) { const game::Character* activeChar = gameHandler->getActiveCharacter(); if (activeChar) { buildFactionHostilityMap(static_cast(activeChar->race)); } } // Spawn player model for online mode (skip if already spawned, e.g. teleport) if (gameHandler) { const game::Character* activeChar = gameHandler->getActiveCharacter(); if (activeChar) { const uint64_t activeGuid = gameHandler->getActiveCharacterGuid(); const bool appearanceChanged = (activeGuid != spawnedPlayerGuid_) || (activeChar->appearanceBytes != spawnedAppearanceBytes_) || (activeChar->facialFeatures != spawnedFacialFeatures_) || (activeChar->race != playerRace_) || (activeChar->gender != playerGender_) || (activeChar->characterClass != playerClass_); if (!playerCharacterSpawned || appearanceChanged) { if (appearanceChanged) { LOG_INFO("Respawning player model for new/changed character: guid=0x", std::hex, activeGuid, std::dec); } // Remove old instance so we don't keep stale visuals. if (renderer && renderer->getCharacterRenderer()) { uint32_t oldInst = renderer->getCharacterInstanceId(); if (oldInst > 0) { renderer->setCharacterFollow(0); renderer->clearMount(); renderer->getCharacterRenderer()->removeInstance(oldInst); } } playerCharacterSpawned = false; spawnedPlayerGuid_ = 0; spawnedAppearanceBytes_ = 0; spawnedFacialFeatures_ = 0; playerRace_ = activeChar->race; playerGender_ = activeChar->gender; playerClass_ = activeChar->characterClass; spawnSnapToGround = false; weaponsSheathed_ = false; loadEquippedWeapons(); // will no-op until instance exists spawnPlayerCharacter(); } renderer->getCharacterPosition() = spawnRender; LOG_INFO("Online player at render pos (", spawnRender.x, ", ", spawnRender.y, ", ", spawnRender.z, ")"); } else { LOG_WARNING("No active character found for player model spawning"); } } showProgress("Loading terrain...", 0.20f); // Compute ADT tile from canonical 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("Loading ADT tile [", tileX, ",", tileY, "] from canonical (", spawnCanonical.x, ", ", spawnCanonical.y, ", ", spawnCanonical.z, ")"); // Load the initial terrain tile bool terrainOk = renderer->loadTestTerrain(assetManager.get(), adtPath); if (!terrainOk) { LOG_WARNING("Could not load terrain for online world - atmospheric rendering only"); } else { LOG_INFO("Online world terrain loading initiated"); } showProgress("Streaming terrain tiles...", 0.35f); // Wait for surrounding terrain tiles to stream in if (terrainOk && renderer->getTerrainManager() && renderer->getCamera()) { auto* terrainMgr = renderer->getTerrainManager(); auto* camera = renderer->getCamera(); // Trigger tile streaming for surrounding area terrainMgr->update(*camera, 1.0f); auto startTime = std::chrono::high_resolution_clock::now(); auto lastProgressTime = startTime; const float maxWaitSeconds = 20.0f; const float stallSeconds = 5.0f; int initialRemaining = terrainMgr->getRemainingTileCount(); if (initialRemaining < 1) initialRemaining = 1; int lastRemaining = initialRemaining; // Wait until all pending + ready-queue tiles are finalized while (terrainMgr->getRemainingTileCount() > 0) { SDL_Event event; while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { window->setShouldClose(true); loadingScreen.shutdown(); return; } if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED) { int w = event.window.data1; int h = event.window.data2; window->setSize(w, h); glViewport(0, 0, w, h); if (renderer->getCamera()) { renderer->getCamera()->setAspectRatio(static_cast(w) / h); } } } // Trigger new streaming and process ALL ready tiles (not just 2) terrainMgr->update(*camera, 0.016f); terrainMgr->processAllReadyTiles(); if (loadingScreenOk) { int remaining = terrainMgr->getRemainingTileCount(); int loaded = terrainMgr->getLoadedTileCount(); float tileProgress = static_cast(initialRemaining - remaining) / initialRemaining; if (tileProgress < 0.0f) tileProgress = 0.0f; float progress = 0.35f + tileProgress * 0.50f; char buf[128]; snprintf(buf, sizeof(buf), "Loading terrain... %d tiles loaded, %d remaining", loaded, remaining); loadingScreen.setStatus(buf); loadingScreen.setProgress(progress); loadingScreen.render(); window->swapBuffers(); if (remaining != lastRemaining) { lastRemaining = remaining; lastProgressTime = std::chrono::high_resolution_clock::now(); } } auto elapsed = std::chrono::high_resolution_clock::now() - startTime; if (std::chrono::duration(elapsed).count() > maxWaitSeconds) { LOG_WARNING("Online terrain streaming timeout after ", maxWaitSeconds, "s"); break; } auto stalledFor = std::chrono::high_resolution_clock::now() - lastProgressTime; if (std::chrono::duration(stalledFor).count() > stallSeconds) { LOG_WARNING("Online terrain streaming stalled for ", stallSeconds, "s (remaining=", lastRemaining, "), continuing without full preload"); break; } SDL_Delay(16); } LOG_INFO("Online terrain streaming complete: ", terrainMgr->getLoadedTileCount(), " tiles loaded"); // Load/precompute collision cache if (renderer->getWMORenderer()) { showProgress("Building collision cache...", 0.88f); renderer->getWMORenderer()->loadFloorCache(); if (renderer->getWMORenderer()->getFloorCacheSize() == 0) { renderer->getWMORenderer()->precomputeFloorCache(); } } } // Snap player to loaded terrain so they don't spawn underground if (renderer->getCameraController()) { renderer->getCameraController()->reset(); } showProgress("Entering world...", 1.0f); if (loadingScreenOk) { loadingScreen.shutdown(); } // Set up test transport (development feature) setupTestTransport(); // Set up NPC animation callbacks (for online creatures) if (gameHandler && renderer && renderer->getCharacterRenderer()) { auto* cr = renderer->getCharacterRenderer(); auto* app = this; gameHandler->setNpcDeathCallback([cr, app](uint64_t guid) { app->deadCreatureGuids_.insert(guid); auto it = app->creatureInstances_.find(guid); if (it != app->creatureInstances_.end() && cr) { cr->playAnimation(it->second, 1, false); // animation ID 1 = Death } }); gameHandler->setNpcRespawnCallback([cr, app](uint64_t guid) { app->deadCreatureGuids_.erase(guid); auto it = app->creatureInstances_.find(guid); if (it != app->creatureInstances_.end() && cr) { cr->playAnimation(it->second, 0, true); // animation ID 0 = Idle } }); gameHandler->setNpcSwingCallback([cr, app](uint64_t guid) { auto it = app->creatureInstances_.find(guid); if (it != app->creatureInstances_.end() && cr) { cr->playAnimation(it->second, 16, false); // animation ID 16 = Attack1 } }); } // Set game state setState(AppState::IN_GAME); } void Application::buildCreatureDisplayLookups() { if (creatureLookupsBuilt_ || !assetManager || !assetManager->isInitialized()) return; LOG_INFO("Building creature display lookups from DBC files"); // CreatureDisplayInfo.dbc structure (3.3.5a): // Col 0: displayId // Col 1: modelId // Col 3: extendedDisplayInfoID (link to CreatureDisplayInfoExtra.dbc) // Col 6: Skin1 (texture name) // Col 7: Skin2 // Col 8: Skin3 if (auto cdi = assetManager->loadDBC("CreatureDisplayInfo.dbc"); cdi && cdi->isLoaded()) { const auto* cdiL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CreatureDisplayInfo") : nullptr; for (uint32_t i = 0; i < cdi->getRecordCount(); i++) { CreatureDisplayData data; data.modelId = cdi->getUInt32(i, cdiL ? (*cdiL)["ModelID"] : 1); data.extraDisplayId = cdi->getUInt32(i, cdiL ? (*cdiL)["ExtraDisplayId"] : 3); data.skin1 = cdi->getString(i, cdiL ? (*cdiL)["Skin1"] : 6); data.skin2 = cdi->getString(i, cdiL ? (*cdiL)["Skin2"] : 7); data.skin3 = cdi->getString(i, cdiL ? (*cdiL)["Skin3"] : 8); displayDataMap_[cdi->getUInt32(i, cdiL ? (*cdiL)["ID"] : 0)] = data; } LOG_INFO("Loaded ", displayDataMap_.size(), " display→model mappings"); } // CreatureDisplayInfoExtra.dbc structure (3.3.5a): // Col 0: ID // Col 1: DisplayRaceID // Col 2: DisplaySexID // Col 3: SkinID // Col 4: FaceID // Col 5: HairStyleID // Col 6: HairColorID // Col 7: FacialHairID // Turtle/Vanilla: 19 fields — 10 equip slots (8-17), BakeName=18 (no Flags field) // WotLK/TBC/Classic: 21 fields — 11 equip slots (8-18), Flags=19, BakeName=20 if (auto cdie = assetManager->loadDBC("CreatureDisplayInfoExtra.dbc"); cdie && cdie->isLoaded()) { const auto* cdieL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CreatureDisplayInfoExtra") : nullptr; const uint32_t cdieEquip0 = cdieL ? (*cdieL)["EquipDisplay0"] : 8; const uint32_t bakeField = cdieL ? (*cdieL)["BakeName"] : 20; // Count equipment slots: Vanilla/Turtle has 10, WotLK/TBC has 11 int numEquipSlots = 10; if (cdieL && cdieL->field("EquipDisplay10") != 0xFFFFFFFF) { numEquipSlots = 11; } else if (!cdieL) { numEquipSlots = 11; // Default (WotLK) has 11 } uint32_t withBakeName = 0; for (uint32_t i = 0; i < cdie->getRecordCount(); i++) { HumanoidDisplayExtra extra; extra.raceId = static_cast(cdie->getUInt32(i, cdieL ? (*cdieL)["RaceID"] : 1)); extra.sexId = static_cast(cdie->getUInt32(i, cdieL ? (*cdieL)["SexID"] : 2)); extra.skinId = static_cast(cdie->getUInt32(i, cdieL ? (*cdieL)["SkinID"] : 3)); extra.faceId = static_cast(cdie->getUInt32(i, cdieL ? (*cdieL)["FaceID"] : 4)); extra.hairStyleId = static_cast(cdie->getUInt32(i, cdieL ? (*cdieL)["HairStyleID"] : 5)); extra.hairColorId = static_cast(cdie->getUInt32(i, cdieL ? (*cdieL)["HairColorID"] : 6)); extra.facialHairId = static_cast(cdie->getUInt32(i, cdieL ? (*cdieL)["FacialHairID"] : 7)); for (int eq = 0; eq < numEquipSlots; eq++) { extra.equipDisplayId[eq] = cdie->getUInt32(i, cdieEquip0 + eq); } extra.bakeName = cdie->getString(i, bakeField); if (!extra.bakeName.empty()) withBakeName++; humanoidExtraMap_[cdie->getUInt32(i, cdieL ? (*cdieL)["ID"] : 0)] = extra; } LOG_INFO("Loaded ", humanoidExtraMap_.size(), " humanoid display extra entries (", withBakeName, " with baked textures, ", numEquipSlots, " equip slots)"); } // CreatureModelData.dbc: modelId (col 0) → modelPath (col 2, .mdx → .m2) if (auto cmd = assetManager->loadDBC("CreatureModelData.dbc"); cmd && cmd->isLoaded()) { const auto* cmdL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CreatureModelData") : nullptr; for (uint32_t i = 0; i < cmd->getRecordCount(); i++) { std::string mdx = cmd->getString(i, cmdL ? (*cmdL)["ModelPath"] : 2); if (mdx.empty()) continue; if (mdx.size() >= 4) { mdx = mdx.substr(0, mdx.size() - 4) + ".m2"; } modelIdToPath_[cmd->getUInt32(i, cmdL ? (*cmdL)["ID"] : 0)] = mdx; } LOG_INFO("Loaded ", modelIdToPath_.size(), " model→path mappings"); } // Resolve gryphon/wyvern display IDs by exact model path so taxi mounts have textures. auto toLower = [](std::string s) { for (char& c : s) c = static_cast(::tolower(c)); return s; }; auto normalizePath = [&](const std::string& p) { std::string s = p; for (char& c : s) if (c == '/') c = '\\'; return toLower(s); }; auto resolveDisplayIdForExactPath = [&](const std::string& exactPath) -> uint32_t { const std::string target = normalizePath(exactPath); // Collect ALL model IDs that map to this path (multiple model IDs can // share the same .m2 file, e.g. modelId 147 and 792 both → Gryphon.m2) std::vector modelIds; for (const auto& [mid, path] : modelIdToPath_) { if (normalizePath(path) == target) { modelIds.push_back(mid); } } if (modelIds.empty()) return 0; uint32_t bestDisplayId = 0; int bestScore = -1; for (const auto& [dispId, data] : displayDataMap_) { bool matches = false; for (uint32_t mid : modelIds) { if (data.modelId == mid) { matches = true; break; } } if (!matches) continue; int score = 0; if (!data.skin1.empty()) score += 3; if (!data.skin2.empty()) score += 2; if (!data.skin3.empty()) score += 1; if (score > bestScore) { bestScore = score; bestDisplayId = dispId; } } return bestDisplayId; }; gryphonDisplayId_ = resolveDisplayIdForExactPath("Creature\\Gryphon\\Gryphon.m2"); wyvernDisplayId_ = resolveDisplayIdForExactPath("Creature\\Wyvern\\Wyvern.m2"); LOG_INFO("Taxi mount displayIds: gryphon=", gryphonDisplayId_, " wyvern=", wyvernDisplayId_); // CharHairGeosets.dbc: maps (race, sex, hairStyleId) → skinSectionId for hair mesh // Col 0: ID, Col 1: RaceID, Col 2: SexID, Col 3: VariationID, Col 4: GeosetID, Col 5: Showscalp if (auto chg = assetManager->loadDBC("CharHairGeosets.dbc"); chg && chg->isLoaded()) { const auto* chgL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CharHairGeosets") : nullptr; for (uint32_t i = 0; i < chg->getRecordCount(); i++) { uint32_t raceId = chg->getUInt32(i, chgL ? (*chgL)["RaceID"] : 1); uint32_t sexId = chg->getUInt32(i, chgL ? (*chgL)["SexID"] : 2); uint32_t variation = chg->getUInt32(i, chgL ? (*chgL)["Variation"] : 3); uint32_t geosetId = chg->getUInt32(i, chgL ? (*chgL)["GeosetID"] : 4); uint32_t key = (raceId << 16) | (sexId << 8) | variation; hairGeosetMap_[key] = static_cast(geosetId); } LOG_INFO("Loaded ", hairGeosetMap_.size(), " hair geoset mappings from CharHairGeosets.dbc"); // Debug: dump Human Male (race=1, sex=0) hair geoset mappings for (uint32_t v = 0; v < 20; v++) { uint32_t k = (1u << 16) | (0u << 8) | v; auto it = hairGeosetMap_.find(k); if (it != hairGeosetMap_.end()) { } } } // CharacterFacialHairStyles.dbc: maps (race, sex, facialHairId) → geoset IDs // No ID column: Col 0: RaceID, Col 1: SexID, Col 2: VariationID // Col 3: Geoset100, Col 4: Geoset300, Col 5: Geoset200 if (auto cfh = assetManager->loadDBC("CharacterFacialHairStyles.dbc"); cfh && cfh->isLoaded()) { const auto* cfhL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CharacterFacialHairStyles") : nullptr; for (uint32_t i = 0; i < cfh->getRecordCount(); i++) { uint32_t raceId = cfh->getUInt32(i, cfhL ? (*cfhL)["RaceID"] : 0); uint32_t sexId = cfh->getUInt32(i, cfhL ? (*cfhL)["SexID"] : 1); uint32_t variation = cfh->getUInt32(i, cfhL ? (*cfhL)["Variation"] : 2); uint32_t key = (raceId << 16) | (sexId << 8) | variation; FacialHairGeosets fhg; fhg.geoset100 = static_cast(cfh->getUInt32(i, cfhL ? (*cfhL)["Geoset100"] : 3)); fhg.geoset300 = static_cast(cfh->getUInt32(i, cfhL ? (*cfhL)["Geoset300"] : 4)); fhg.geoset200 = static_cast(cfh->getUInt32(i, cfhL ? (*cfhL)["Geoset200"] : 5)); facialHairGeosetMap_[key] = fhg; } LOG_INFO("Loaded ", facialHairGeosetMap_.size(), " facial hair geoset mappings from CharacterFacialHairStyles.dbc"); } creatureLookupsBuilt_ = true; } std::string Application::getModelPathForDisplayId(uint32_t displayId) const { if (displayId == 30412) return "Creature\\Gryphon\\Gryphon.m2"; if (displayId == 30413) return "Creature\\Wyvern\\Wyvern.m2"; auto itData = displayDataMap_.find(displayId); if (itData == displayDataMap_.end()) { // Some sources (e.g., taxi nodes) may provide a modelId directly. auto itPath = modelIdToPath_.find(displayId); if (itPath != modelIdToPath_.end()) { return itPath->second; } if (displayId == 30412) return "Creature\\Gryphon\\Gryphon.m2"; if (displayId == 30413) return "Creature\\Wyvern\\Wyvern.m2"; LOG_WARNING("No display data for displayId ", displayId, " (displayDataMap_ has ", displayDataMap_.size(), " entries)"); return ""; } auto itPath = modelIdToPath_.find(itData->second.modelId); if (itPath == modelIdToPath_.end()) { LOG_WARNING("No model path for modelId ", itData->second.modelId, " from displayId ", displayId, " (modelIdToPath_ has ", modelIdToPath_.size(), " entries)"); return ""; } return itPath->second; } audio::VoiceType Application::detectVoiceTypeFromDisplayId(uint32_t displayId) const { // Look up display data auto itDisplay = displayDataMap_.find(displayId); if (itDisplay == displayDataMap_.end() || itDisplay->second.extraDisplayId == 0) { LOG_INFO("Voice detection: displayId ", displayId, " -> GENERIC (no display data)"); return audio::VoiceType::GENERIC; // Not a humanoid or no extra data } // Look up humanoid extra data (race/sex info) auto itExtra = humanoidExtraMap_.find(itDisplay->second.extraDisplayId); if (itExtra == humanoidExtraMap_.end()) { LOG_INFO("Voice detection: displayId ", displayId, " -> GENERIC (no humanoid extra data)"); return audio::VoiceType::GENERIC; } uint8_t raceId = itExtra->second.raceId; uint8_t sexId = itExtra->second.sexId; const char* raceName = "Unknown"; const char* sexName = (sexId == 0) ? "Male" : "Female"; // Map (raceId, sexId) to VoiceType // Race IDs: 1=Human, 2=Orc, 3=Dwarf, 4=NightElf, 5=Undead, 6=Tauren, 7=Gnome, 8=Troll // Sex IDs: 0=Male, 1=Female audio::VoiceType result; switch (raceId) { case 1: raceName = "Human"; result = (sexId == 0) ? audio::VoiceType::HUMAN_MALE : audio::VoiceType::HUMAN_FEMALE; break; case 2: raceName = "Orc"; result = (sexId == 0) ? audio::VoiceType::ORC_MALE : audio::VoiceType::ORC_FEMALE; break; case 3: raceName = "Dwarf"; result = (sexId == 0) ? audio::VoiceType::DWARF_MALE : audio::VoiceType::GENERIC; break; case 4: raceName = "NightElf"; result = (sexId == 0) ? audio::VoiceType::NIGHTELF_MALE : audio::VoiceType::NIGHTELF_FEMALE; break; case 5: raceName = "Undead"; result = (sexId == 0) ? audio::VoiceType::UNDEAD_MALE : audio::VoiceType::UNDEAD_FEMALE; break; case 6: raceName = "Tauren"; result = (sexId == 0) ? audio::VoiceType::TAUREN_MALE : audio::VoiceType::TAUREN_FEMALE; break; case 7: raceName = "Gnome"; result = (sexId == 0) ? audio::VoiceType::GNOME_MALE : audio::VoiceType::GNOME_FEMALE; break; case 8: raceName = "Troll"; result = (sexId == 0) ? audio::VoiceType::TROLL_MALE : audio::VoiceType::TROLL_FEMALE; break; default: result = audio::VoiceType::GENERIC; break; } LOG_INFO("Voice detection: displayId ", displayId, " -> ", raceName, " ", sexName, " (race=", (int)raceId, ", sex=", (int)sexId, ")"); return result; } void Application::buildGameObjectDisplayLookups() { if (gameObjectLookupsBuilt_ || !assetManager || !assetManager->isInitialized()) return; LOG_INFO("Building gameobject display lookups from DBC files"); // GameObjectDisplayInfo.dbc structure (3.3.5a): // Col 0: ID (displayId) // Col 1: ModelName if (auto godi = assetManager->loadDBC("GameObjectDisplayInfo.dbc"); godi && godi->isLoaded()) { const auto* godiL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("GameObjectDisplayInfo") : nullptr; for (uint32_t i = 0; i < godi->getRecordCount(); i++) { uint32_t displayId = godi->getUInt32(i, godiL ? (*godiL)["ID"] : 0); std::string modelName = godi->getString(i, godiL ? (*godiL)["ModelName"] : 1); if (modelName.empty()) continue; if (modelName.size() >= 4) { std::string ext = modelName.substr(modelName.size() - 4); for (char& c : ext) c = static_cast(std::tolower(c)); if (ext == ".mdx") { modelName = modelName.substr(0, modelName.size() - 4) + ".m2"; } } gameObjectDisplayIdToPath_[displayId] = modelName; } LOG_INFO("Loaded ", gameObjectDisplayIdToPath_.size(), " gameobject display mappings"); } gameObjectLookupsBuilt_ = true; } std::string Application::getGameObjectModelPathForDisplayId(uint32_t displayId) const { auto it = gameObjectDisplayIdToPath_.find(displayId); if (it == gameObjectDisplayIdToPath_.end()) return ""; return it->second; } bool Application::getRenderBoundsForGuid(uint64_t guid, glm::vec3& outCenter, float& outRadius) const { if (!renderer || !renderer->getCharacterRenderer()) return false; uint32_t instanceId = 0; if (gameHandler && guid == gameHandler->getPlayerGuid()) { instanceId = renderer->getCharacterInstanceId(); } if (instanceId == 0) { auto pit = playerInstances_.find(guid); if (pit != playerInstances_.end()) instanceId = pit->second; } if (instanceId == 0) { auto it = creatureInstances_.find(guid); if (it != creatureInstances_.end()) instanceId = it->second; } if (instanceId == 0) return false; return renderer->getCharacterRenderer()->getInstanceBounds(instanceId, outCenter, outRadius); } void Application::spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x, float y, float z, float orientation) { if (!renderer || !renderer->getCharacterRenderer() || !assetManager) return; // Skip if lookups not yet built (asset manager not ready) if (!creatureLookupsBuilt_) return; // Skip if already spawned if (creatureInstances_.count(guid)) return; // Get model path from displayId std::string m2Path = getModelPathForDisplayId(displayId); if (m2Path.empty()) { LOG_WARNING("No model path for displayId ", displayId, " (guid 0x", std::hex, guid, std::dec, ")"); return; } { // Intentionally invisible helper creatures should not consume retry budget. std::string lowerPath = m2Path; std::transform(lowerPath.begin(), lowerPath.end(), lowerPath.begin(), [](unsigned char c) { return static_cast(std::tolower(c)); }); if (lowerPath.find("invisiblestalker") != std::string::npos || lowerPath.find("invisible_stalker") != std::string::npos) { creaturePermanentFailureGuids_.insert(guid); return; } } auto* charRenderer = renderer->getCharacterRenderer(); // Check model cache - reuse if same displayId was already loaded uint32_t modelId = 0; bool modelCached = false; auto cacheIt = displayIdModelCache_.find(displayId); if (cacheIt != displayIdModelCache_.end()) { modelId = cacheIt->second; modelCached = true; } else { // Load model from disk (only once per displayId) modelId = nextCreatureModelId_++; auto m2Data = assetManager->readFile(m2Path); if (m2Data.empty()) { LOG_WARNING("Failed to read creature M2: ", m2Path); return; } pipeline::M2Model model = pipeline::M2Loader::load(m2Data); if (model.vertices.empty()) { LOG_WARNING("Failed to parse creature M2: ", m2Path); return; } // Load skin file (only for WotLK M2s - vanilla has embedded skin) std::string skinPath = m2Path.substr(0, m2Path.size() - 3) + "00.skin"; auto skinData = assetManager->readFile(skinPath); if (!skinData.empty() && model.version >= 264) { pipeline::M2Loader::loadSkin(skinData, model); } // Load external .anim files for sequences without flag 0x20 std::string basePath = m2Path.substr(0, m2Path.size() - 3); for (uint32_t si = 0; si < model.sequences.size(); si++) { if (!(model.sequences[si].flags & 0x20)) { char animFileName[256]; snprintf(animFileName, sizeof(animFileName), "%s%04u-%02u.anim", basePath.c_str(), model.sequences[si].id, model.sequences[si].variationIndex); auto animData = assetManager->readFileOptional(animFileName); if (!animData.empty()) { pipeline::M2Loader::loadAnimFile(m2Data, animData, si, model); } } } if (!charRenderer->loadModel(model, modelId)) { LOG_WARNING("Failed to load creature model: ", m2Path); return; } displayIdModelCache_[displayId] = modelId; } // Apply skin textures from CreatureDisplayInfo.dbc (only for newly loaded models) auto itDisplayData = displayDataMap_.find(displayId); if (!modelCached && itDisplayData != displayDataMap_.end()) { const auto& dispData = itDisplayData->second; // Get model directory for texture path construction std::string modelDir; size_t lastSlash = m2Path.find_last_of("\\/"); if (lastSlash != std::string::npos) { modelDir = m2Path.substr(0, lastSlash + 1); } LOG_DEBUG("DisplayId ", displayId, " skins: '", dispData.skin1, "', '", dispData.skin2, "', '", dispData.skin3, "' extraDisplayId=", dispData.extraDisplayId); // Get model data from CharacterRenderer for texture iteration const auto* modelData = charRenderer->getModelData(modelId); if (!modelData) { LOG_WARNING("Model data not found for modelId ", modelId); } // Log texture types in the model if (modelData) { for (size_t ti = 0; ti < modelData->textures.size(); ti++) { LOG_DEBUG(" Model texture ", ti, ": type=", modelData->textures[ti].type, " filename='", modelData->textures[ti].filename, "'"); } } // Check if this is a humanoid NPC with extra display info bool hasHumanoidTexture = false; if (dispData.extraDisplayId != 0) { auto itExtra = humanoidExtraMap_.find(dispData.extraDisplayId); if (itExtra != humanoidExtraMap_.end()) { const auto& extra = itExtra->second; LOG_DEBUG(" Found humanoid extra: raceId=", (int)extra.raceId, " sexId=", (int)extra.sexId, " hairStyle=", (int)extra.hairStyleId, " hairColor=", (int)extra.hairColorId, " bakeName='", extra.bakeName, "'"); LOG_DEBUG(" Equipment: helm=", extra.equipDisplayId[0], " shoulder=", extra.equipDisplayId[1], " shirt=", extra.equipDisplayId[2], " chest=", extra.equipDisplayId[3], " belt=", extra.equipDisplayId[4], " legs=", extra.equipDisplayId[5], " feet=", extra.equipDisplayId[6], " wrist=", extra.equipDisplayId[7], " hands=", extra.equipDisplayId[8], " tabard=", extra.equipDisplayId[9], " cape=", extra.equipDisplayId[10]); // Build equipment texture region layers from NPC equipment display IDs // (texture-only compositing — no geoset changes to avoid invisibility bugs) std::vector> npcRegionLayers; auto npcItemDisplayDbc = assetManager->loadDBC("ItemDisplayInfo.dbc"); if (npcItemDisplayDbc) { static const char* npcComponentDirs[] = { "ArmUpperTexture", "ArmLowerTexture", "HandTexture", "TorsoUpperTexture", "TorsoLowerTexture", "LegUpperTexture", "LegLowerTexture", "FootTexture", }; const auto* idiL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr; // Texture component region fields (8 regions: ArmUpper..Foot) // Binary DBC (23 fields) has textures at 14+ const uint32_t texRegionFields[8] = { idiL ? (*idiL)["TextureArmUpper"] : 14u, idiL ? (*idiL)["TextureArmLower"] : 15u, idiL ? (*idiL)["TextureHand"] : 16u, idiL ? (*idiL)["TextureTorsoUpper"]: 17u, idiL ? (*idiL)["TextureTorsoLower"]: 18u, idiL ? (*idiL)["TextureLegUpper"] : 19u, idiL ? (*idiL)["TextureLegLower"] : 20u, idiL ? (*idiL)["TextureFoot"] : 21u, }; const bool npcIsFemale = (extra.sexId == 1); // Iterate all 11 NPC equipment slots; let DBC lookup filter which have textures for (int eqSlot = 0; eqSlot < 11; eqSlot++) { uint32_t did = extra.equipDisplayId[eqSlot]; if (did == 0) continue; int32_t recIdx = npcItemDisplayDbc->findRecordById(did); if (recIdx < 0) continue; for (int region = 0; region < 8; region++) { std::string texName = npcItemDisplayDbc->getString( static_cast(recIdx), texRegionFields[region]); if (texName.empty()) continue; std::string base = "Item\\TextureComponents\\" + std::string(npcComponentDirs[region]) + "\\" + texName; std::string genderPath = base + (npcIsFemale ? "_F.blp" : "_M.blp"); std::string unisexPath = base + "_U.blp"; std::string fullPath; if (assetManager->fileExists(genderPath)) fullPath = genderPath; else if (assetManager->fileExists(unisexPath)) fullPath = unisexPath; else fullPath = base + ".blp"; npcRegionLayers.emplace_back(region, fullPath); } } } // Use baked texture for body skin (types 1, 2) // Type 6 (hair) needs its own texture from CharSections.dbc if (!extra.bakeName.empty()) { std::string bakePath = "Textures\\BakedNpcTextures\\" + extra.bakeName; // Composite equipment textures over baked NPC texture, or just load baked texture GLuint finalTex = 0; if (!npcRegionLayers.empty()) { finalTex = charRenderer->compositeWithRegions(bakePath, {}, npcRegionLayers); LOG_DEBUG("Composited NPC baked texture with ", npcRegionLayers.size(), " equipment regions: ", bakePath); } else { finalTex = charRenderer->loadTexture(bakePath); } if (finalTex != 0 && modelData) { for (size_t ti = 0; ti < modelData->textures.size(); ti++) { uint32_t texType = modelData->textures[ti].type; // Humanoid NPCs typically use creature-skin texture types (11-13). // Some models use 1/2 (character skin/object skin) depending on client/content. if (texType == 1 || texType == 2 || texType == 11 || texType == 12 || texType == 13) { charRenderer->setModelTexture(modelId, static_cast(ti), finalTex); LOG_DEBUG("Applied baked NPC texture to slot ", ti, " (type ", texType, "): ", bakePath); hasHumanoidTexture = true; } } } else { LOG_WARNING("Failed to load baked NPC texture: ", bakePath); } } else { LOG_DEBUG(" Humanoid extra has empty bakeName, trying CharSections fallback"); // Build skin texture from CharSections.dbc (same as player character) auto csFallbackDbc = assetManager->loadDBC("CharSections.dbc"); if (csFallbackDbc) { const auto* csFL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CharSections") : nullptr; uint32_t npcRace = static_cast(extra.raceId); uint32_t npcSex = static_cast(extra.sexId); uint32_t npcSkin = static_cast(extra.skinId); uint32_t npcFace = static_cast(extra.faceId); std::string npcSkinPath, npcFaceLower, npcFaceUpper; std::vector npcUnderwear; for (uint32_t r = 0; r < csFallbackDbc->getRecordCount(); r++) { uint32_t rId = csFallbackDbc->getUInt32(r, csFL ? (*csFL)["RaceID"] : 1); uint32_t sId = csFallbackDbc->getUInt32(r, csFL ? (*csFL)["SexID"] : 2); if (rId != npcRace || sId != npcSex) continue; uint32_t section = csFallbackDbc->getUInt32(r, csFL ? (*csFL)["BaseSection"] : 3); uint32_t variation = csFallbackDbc->getUInt32(r, csFL ? (*csFL)["VariationIndex"] : 8); uint32_t color = csFallbackDbc->getUInt32(r, csFL ? (*csFL)["ColorIndex"] : 9); uint32_t tex1F = csFL ? (*csFL)["Texture1"] : 4; // Section 0 = skin: match colorIndex = skinId if (section == 0 && npcSkinPath.empty() && color == npcSkin) { npcSkinPath = csFallbackDbc->getString(r, tex1F); } // Section 1 = face: match variation=faceId, color=skinId else if (section == 1 && npcFaceLower.empty() && variation == npcFace && color == npcSkin) { npcFaceLower = csFallbackDbc->getString(r, tex1F); npcFaceUpper = csFallbackDbc->getString(r, tex1F + 1); } // Section 4 = underwear: match color=skinId else if (section == 4 && npcUnderwear.empty() && color == npcSkin) { for (uint32_t f = tex1F; f <= tex1F + 2; f++) { std::string tex = csFallbackDbc->getString(r, f); if (!tex.empty()) npcUnderwear.push_back(tex); } } } if (!npcSkinPath.empty()) { // Composite skin + face + underwear std::vector skinLayers; skinLayers.push_back(npcSkinPath); if (!npcFaceLower.empty()) skinLayers.push_back(npcFaceLower); if (!npcFaceUpper.empty()) skinLayers.push_back(npcFaceUpper); for (const auto& uw : npcUnderwear) skinLayers.push_back(uw); GLuint npcSkinTex = 0; if (!npcRegionLayers.empty()) { npcSkinTex = charRenderer->compositeWithRegions(npcSkinPath, std::vector(skinLayers.begin() + 1, skinLayers.end()), npcRegionLayers); } else if (skinLayers.size() > 1) { npcSkinTex = charRenderer->compositeTextures(skinLayers); } else { npcSkinTex = charRenderer->loadTexture(npcSkinPath); } if (npcSkinTex != 0 && modelData) { for (size_t ti = 0; ti < modelData->textures.size(); ti++) { uint32_t texType = modelData->textures[ti].type; if (texType == 1 || texType == 2 || texType == 11 || texType == 12 || texType == 13) { charRenderer->setModelTexture(modelId, static_cast(ti), npcSkinTex); hasHumanoidTexture = true; } } LOG_DEBUG("Applied CharSections skin to NPC: ", npcSkinPath); } } } } // Load hair texture from CharSections.dbc (section 3) auto charSectionsDbc = assetManager->loadDBC("CharSections.dbc"); if (charSectionsDbc) { const auto* csL2 = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CharSections") : nullptr; uint32_t targetRace = static_cast(extra.raceId); uint32_t targetSex = static_cast(extra.sexId); std::string hairTexPath; for (uint32_t r = 0; r < charSectionsDbc->getRecordCount(); r++) { uint32_t raceId = charSectionsDbc->getUInt32(r, csL2 ? (*csL2)["RaceID"] : 1); uint32_t sexId = charSectionsDbc->getUInt32(r, csL2 ? (*csL2)["SexID"] : 2); uint32_t section = charSectionsDbc->getUInt32(r, csL2 ? (*csL2)["BaseSection"] : 3); uint32_t variation = charSectionsDbc->getUInt32(r, csL2 ? (*csL2)["VariationIndex"] : 4); uint32_t colorIdx = charSectionsDbc->getUInt32(r, csL2 ? (*csL2)["ColorIndex"] : 5); if (raceId != targetRace || sexId != targetSex) continue; if (section != 3) continue; // Section 3 = hair if (variation != static_cast(extra.hairStyleId)) continue; if (colorIdx != static_cast(extra.hairColorId)) continue; hairTexPath = charSectionsDbc->getString(r, csL2 ? (*csL2)["Texture1"] : 6); break; } if (!hairTexPath.empty()) { GLuint hairTex = charRenderer->loadTexture(hairTexPath); if (hairTex != 0 && modelData) { for (size_t ti = 0; ti < modelData->textures.size(); ti++) { if (modelData->textures[ti].type == 6) { charRenderer->setModelTexture(modelId, static_cast(ti), hairTex); LOG_DEBUG("Applied hair texture to slot ", ti, ": ", hairTexPath); } } } } } } else { LOG_WARNING(" extraDisplayId ", dispData.extraDisplayId, " not found in humanoidExtraMap"); } } // Apply creature skin textures (for non-humanoid creatures) if (!hasHumanoidTexture && modelData) { for (size_t ti = 0; ti < modelData->textures.size(); ti++) { const auto& tex = modelData->textures[ti]; std::string skinPath; // Creature skin types: 11 = skin1, 12 = skin2, 13 = skin3 if (tex.type == 11 && !dispData.skin1.empty()) { skinPath = modelDir + dispData.skin1 + ".blp"; } else if (tex.type == 12 && !dispData.skin2.empty()) { skinPath = modelDir + dispData.skin2 + ".blp"; } else if (tex.type == 13 && !dispData.skin3.empty()) { skinPath = modelDir + dispData.skin3 + ".blp"; } if (!skinPath.empty()) { GLuint skinTex = charRenderer->loadTexture(skinPath); if (skinTex != 0) { charRenderer->setModelTexture(modelId, static_cast(ti), skinTex); LOG_DEBUG("Applied creature skin texture: ", skinPath, " to slot ", ti); } } } } } // Use the entity's latest server-authoritative position rather than the stale spawn // position. Movement packets (SMSG_MONSTER_MOVE) can arrive while a creature is still // queued in pendingCreatureSpawns_ and get silently dropped. getLatestX/Y/Z returns // the movement destination if the entity is mid-move, which is always up-to-date // regardless of distance culling (unlike getX/Y/Z which requires updateMovement). if (gameHandler) { if (auto entity = gameHandler->getEntityManager().getEntity(guid)) { x = entity->getLatestX(); y = entity->getLatestY(); z = entity->getLatestZ(); orientation = entity->getOrientation(); } } // Convert canonical → render coordinates glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z)); // Keep authoritative server Z for online creature spawns. // Terrain-based lifting can incorrectly move elevated NPCs (e.g. flight masters on // Stormwind ramparts) to bad heights relative to WMO geometry. // Convert canonical WoW orientation (0=north) -> render yaw (0=west) float renderYaw = orientation + glm::radians(90.0f); // Create instance uint32_t instanceId = charRenderer->createInstance(modelId, renderPos, glm::vec3(0.0f, 0.0f, renderYaw), 1.0f); if (instanceId == 0) { LOG_WARNING("Failed to create creature instance for guid 0x", std::hex, guid, std::dec); return; } // NOTE: Custom humanoid NPC geoset/equipment overrides are currently too // aggressive and can make NPCs invisible (targetable but not rendered). // Keep default model geosets for online creatures until this path is made // data-accurate per display model. static constexpr bool kEnableNpcHumanoidOverrides = false; // Set geosets for humanoid NPCs based on CreatureDisplayInfoExtra if (kEnableNpcHumanoidOverrides && itDisplayData != displayDataMap_.end() && itDisplayData->second.extraDisplayId != 0) { auto itExtra = humanoidExtraMap_.find(itDisplayData->second.extraDisplayId); if (itExtra != humanoidExtraMap_.end()) { const auto& extra = itExtra->second; std::unordered_set activeGeosets; // Group 0: body base (id=0 always) + hair scalp mesh from CharHairGeosets.dbc activeGeosets.insert(0); // Body base mesh // Hair: CharHairGeosets.dbc maps (race, sex, hairStyleId) → group 0 scalp submeshId uint32_t hairKey = (static_cast(extra.raceId) << 16) | (static_cast(extra.sexId) << 8) | static_cast(extra.hairStyleId); auto itHairGeo = hairGeosetMap_.find(hairKey); uint16_t hairScalpId = (itHairGeo != hairGeosetMap_.end()) ? itHairGeo->second : 0; if (hairScalpId > 0) { activeGeosets.insert(hairScalpId); // Group 0 scalp/hair mesh activeGeosets.insert(static_cast(100 + hairScalpId)); // Group 1 connector (if exists) } else { // Bald (geosetId=0): body base has a hole at the crown, so include // submeshId=1 (bald scalp cap with body skin texture) to cover it. activeGeosets.insert(1); // Group 0 bald scalp mesh activeGeosets.insert(101); // Group 1 connector } uint16_t hairGeoset = (hairScalpId > 0) ? hairScalpId : 1; // Facial hair geosets from CharFacialHairStyles.dbc lookup uint32_t facialKey = (static_cast(extra.raceId) << 16) | (static_cast(extra.sexId) << 8) | static_cast(extra.facialHairId); auto itFacial = facialHairGeosetMap_.find(facialKey); if (itFacial != facialHairGeosetMap_.end()) { const auto& fhg = itFacial->second; // DBC values are variation indices within each group; add group base activeGeosets.insert(static_cast(100 + std::max(fhg.geoset100, (uint16_t)1))); activeGeosets.insert(static_cast(300 + std::max(fhg.geoset300, (uint16_t)1))); activeGeosets.insert(static_cast(200 + std::max(fhg.geoset200, (uint16_t)1))); } else { activeGeosets.insert(101); // Default group 1: no extra activeGeosets.insert(201); // Default group 2: no facial hair activeGeosets.insert(301); // Default group 3: no facial hair } // Default equipment geosets (bare/no armor) // CharGeosets: group 4=gloves(forearm), 5=boots(shin), 8=sleeves, 9=kneepads, 13=pants uint16_t geosetGloves = 401; // Bare forearms (group 4) uint16_t geosetBoots = 502; // Bare shins (group 5) uint16_t geosetSleeves = 801; // Bare wrists (group 8, controlled by chest) uint16_t geosetPants = 1301; // Bare legs (group 13) uint16_t geosetCape = 1502; // No cape (group 15) uint16_t geosetTabard = 1201; // No tabard (group 12) // Load equipment geosets from ItemDisplayInfo.dbc // DBC columns: 7=GeosetGroup[0], 8=GeosetGroup[1], 9=GeosetGroup[2] auto itemDisplayDbc = assetManager->loadDBC("ItemDisplayInfo.dbc"); const auto* idiL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr; if (itemDisplayDbc) { // Equipment slots: 0=helm, 1=shoulder, 2=shirt, 3=chest, 4=belt, 5=legs, 6=feet, 7=wrist, 8=hands, 9=tabard, 10=cape const uint32_t fGG1 = idiL ? (*idiL)["GeosetGroup1"] : 7; const uint32_t fGG3 = idiL ? (*idiL)["GeosetGroup3"] : 9; // Chest (slot 3) → group 8 (sleeves/wristbands) if (extra.equipDisplayId[3] != 0) { int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[3]); if (idx >= 0) { uint32_t gg = itemDisplayDbc->getUInt32(static_cast(idx), fGG1); if (gg > 0) geosetSleeves = static_cast(801 + gg); // Robes: GeosetGroup[2] > 0 shows kilt legs uint32_t gg3 = itemDisplayDbc->getUInt32(static_cast(idx), fGG3); if (gg3 > 0) geosetPants = static_cast(1301 + gg3); } } // Legs (slot 5) → group 13 (trousers) if (extra.equipDisplayId[5] != 0) { int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[5]); if (idx >= 0) { uint32_t gg = itemDisplayDbc->getUInt32(static_cast(idx), fGG1); if (gg > 0) geosetPants = static_cast(1301 + gg); } } // Feet (slot 6) → group 5 (boots/shins) if (extra.equipDisplayId[6] != 0) { int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[6]); if (idx >= 0) { uint32_t gg = itemDisplayDbc->getUInt32(static_cast(idx), fGG1); if (gg > 0) geosetBoots = static_cast(501 + gg); } } // Hands (slot 8) → group 4 (gloves/forearms) if (extra.equipDisplayId[8] != 0) { int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[8]); if (idx >= 0) { uint32_t gg = itemDisplayDbc->getUInt32(static_cast(idx), fGG1); if (gg > 0) geosetGloves = static_cast(401 + gg); } } // Tabard (slot 9) → group 12 if (extra.equipDisplayId[9] != 0) { int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[9]); if (idx >= 0) { geosetTabard = 1202; } } // Cape (slot 10) → group 15 if (extra.equipDisplayId[10] != 0) { int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[10]); if (idx >= 0) { geosetCape = 1502; } } } // Apply equipment geosets activeGeosets.insert(geosetGloves); activeGeosets.insert(geosetBoots); activeGeosets.insert(geosetSleeves); activeGeosets.insert(geosetPants); activeGeosets.insert(geosetCape); activeGeosets.insert(geosetTabard); activeGeosets.insert(702); // Ears: default activeGeosets.insert(902); // Kneepads: default activeGeosets.insert(2002); // Bare feet mesh // Hide hair under helmets: replace style-specific scalp with bald scalp if (extra.equipDisplayId[0] != 0 && hairGeoset > 1) { activeGeosets.erase(hairGeoset); // Remove style scalp activeGeosets.erase(static_cast(100 + hairGeoset)); // Remove style group 1 activeGeosets.insert(1); // Bald scalp cap (group 0) activeGeosets.insert(101); // Default group 1 connector } // Log model's actual submesh IDs for debugging geoset mismatches if (auto* md = charRenderer->getModelData(modelId)) { std::string batchIds; for (const auto& b : md->batches) { if (!batchIds.empty()) batchIds += ","; batchIds += std::to_string(b.submeshId); } LOG_INFO("Model batches submeshIds: [", batchIds, "]"); } // Log what geosets we're setting for debugging std::string geosetList; for (uint16_t g : activeGeosets) { if (!geosetList.empty()) geosetList += ","; geosetList += std::to_string(g); } LOG_INFO("NPC geosets for instance ", instanceId, ": [", geosetList, "]"); charRenderer->setActiveGeosets(instanceId, activeGeosets); LOG_DEBUG("Set humanoid geosets: hair=", (int)hairGeoset, " sleeves=", geosetSleeves, " pants=", geosetPants, " boots=", geosetBoots, " gloves=", geosetGloves); // Load and attach helmet model if equipped if (extra.equipDisplayId[0] != 0 && itemDisplayDbc) { int32_t helmIdx = itemDisplayDbc->findRecordById(extra.equipDisplayId[0]); if (helmIdx >= 0) { // Get helmet model name from ItemDisplayInfo.dbc (LeftModel) std::string helmModelName = itemDisplayDbc->getString(static_cast(helmIdx), idiL ? (*idiL)["LeftModel"] : 1); if (!helmModelName.empty()) { // Convert .mdx to .m2 size_t dotPos = helmModelName.rfind('.'); if (dotPos != std::string::npos) { helmModelName = helmModelName.substr(0, dotPos); } // WoW helmet M2 files have per-race/gender variants with a suffix // e.g. Helm_Plate_B_01Stormwind_HuM.M2 for Human Male // ChrRaces.dbc ClientPrefix values (raceId → prefix): static const std::unordered_map racePrefix = { {1, "Hu"}, {2, "Or"}, {3, "Dw"}, {4, "Ni"}, {5, "Sc"}, {6, "Ta"}, {7, "Gn"}, {8, "Tr"}, {10, "Be"}, {11, "Dr"} }; std::string genderSuffix = (extra.sexId == 0) ? "M" : "F"; std::string raceSuffix; auto itRace = racePrefix.find(extra.raceId); if (itRace != racePrefix.end()) { raceSuffix = "_" + itRace->second + genderSuffix; } // Try race/gender-specific variant first, then base name std::string helmPath; std::vector helmData; if (!raceSuffix.empty()) { helmPath = "Item\\ObjectComponents\\Head\\" + helmModelName + raceSuffix + ".m2"; helmData = assetManager->readFile(helmPath); } if (helmData.empty()) { helmPath = "Item\\ObjectComponents\\Head\\" + helmModelName + ".m2"; helmData = assetManager->readFile(helmPath); } if (!helmData.empty()) { auto helmModel = pipeline::M2Loader::load(helmData); // Load skin (only for WotLK M2s) std::string skinPath = helmPath.substr(0, helmPath.size() - 3) + "00.skin"; auto skinData = assetManager->readFile(skinPath); if (!skinData.empty() && helmModel.version >= 264) { pipeline::M2Loader::loadSkin(skinData, helmModel); } if (helmModel.isValid()) { // Attachment point 11 = Head uint32_t helmModelId = nextCreatureModelId_++; // Get texture from ItemDisplayInfo (LeftModelTexture) std::string helmTexName = itemDisplayDbc->getString(static_cast(helmIdx), idiL ? (*idiL)["LeftModelTexture"] : 3); std::string helmTexPath; if (!helmTexName.empty()) { // Try race/gender suffixed texture first if (!raceSuffix.empty()) { std::string suffixedTex = "Item\\ObjectComponents\\Head\\" + helmTexName + raceSuffix + ".blp"; if (assetManager->fileExists(suffixedTex)) { helmTexPath = suffixedTex; } } if (helmTexPath.empty()) { helmTexPath = "Item\\ObjectComponents\\Head\\" + helmTexName + ".blp"; } } charRenderer->attachWeapon(instanceId, 11, helmModel, helmModelId, helmTexPath); LOG_DEBUG("Attached helmet model: ", helmPath, " tex: ", helmTexPath); } } } } } } } // Optional NPC helmet attachments (kept disabled for stability: this path // can increase spawn-time pressure and regress NPC visibility in crowded areas). static constexpr bool kEnableNpcHelmetAttachments = false; if (kEnableNpcHelmetAttachments && itDisplayData != displayDataMap_.end() && itDisplayData->second.extraDisplayId != 0) { auto itExtra = humanoidExtraMap_.find(itDisplayData->second.extraDisplayId); if (itExtra != humanoidExtraMap_.end()) { const auto& extra = itExtra->second; if (extra.equipDisplayId[0] != 0) { // Helm slot auto itemDisplayDbc = assetManager->loadDBC("ItemDisplayInfo.dbc"); const auto* idiL2 = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr; if (itemDisplayDbc) { int32_t helmIdx = itemDisplayDbc->findRecordById(extra.equipDisplayId[0]); if (helmIdx >= 0) { std::string helmModelName = itemDisplayDbc->getString(static_cast(helmIdx), idiL2 ? (*idiL2)["LeftModel"] : 1); if (!helmModelName.empty()) { size_t dotPos = helmModelName.rfind('.'); if (dotPos != std::string::npos) { helmModelName = helmModelName.substr(0, dotPos); } static const std::unordered_map racePrefix = { {1, "Hu"}, {2, "Or"}, {3, "Dw"}, {4, "Ni"}, {5, "Sc"}, {6, "Ta"}, {7, "Gn"}, {8, "Tr"}, {10, "Be"}, {11, "Dr"} }; std::string genderSuffix = (extra.sexId == 0) ? "M" : "F"; std::string raceSuffix; auto itRace = racePrefix.find(extra.raceId); if (itRace != racePrefix.end()) { raceSuffix = "_" + itRace->second + genderSuffix; } std::string helmPath; std::vector helmData; if (!raceSuffix.empty()) { helmPath = "Item\\ObjectComponents\\Head\\" + helmModelName + raceSuffix + ".m2"; helmData = assetManager->readFile(helmPath); } if (helmData.empty()) { helmPath = "Item\\ObjectComponents\\Head\\" + helmModelName + ".m2"; helmData = assetManager->readFile(helmPath); } if (!helmData.empty()) { auto helmModel = pipeline::M2Loader::load(helmData); std::string skinPath = helmPath.substr(0, helmPath.size() - 3) + "00.skin"; auto skinData = assetManager->readFile(skinPath); if (!skinData.empty() && helmModel.version >= 264) { pipeline::M2Loader::loadSkin(skinData, helmModel); } if (helmModel.isValid()) { uint32_t helmModelId = nextCreatureModelId_++; std::string helmTexName = itemDisplayDbc->getString(static_cast(helmIdx), idiL2 ? (*idiL2)["LeftModelTexture"] : 3); std::string helmTexPath; if (!helmTexName.empty()) { if (!raceSuffix.empty()) { std::string suffixedTex = "Item\\ObjectComponents\\Head\\" + helmTexName + raceSuffix + ".blp"; if (assetManager->fileExists(suffixedTex)) { helmTexPath = suffixedTex; } } if (helmTexPath.empty()) { helmTexPath = "Item\\ObjectComponents\\Head\\" + helmTexName + ".blp"; } } // Attachment point 11 = Head charRenderer->attachWeapon(instanceId, 11, helmModel, helmModelId, helmTexPath); } } } } } } } } // Spawn in the correct pose. If the server marked this creature dead before // the queued spawn was processed, start directly in death animation. if (deadCreatureGuids_.count(guid)) { charRenderer->playAnimation(instanceId, 1, false); // Death } else { charRenderer->playAnimation(instanceId, 0, true); // Idle } charRenderer->startFadeIn(instanceId, 0.5f); // Track instance creatureInstances_[guid] = instanceId; creatureModelIds_[guid] = modelId; LOG_DEBUG("Spawned creature: guid=0x", std::hex, guid, std::dec, " displayId=", displayId, " at (", x, ", ", y, ", ", z, ")"); } void Application::spawnOnlinePlayer(uint64_t guid, uint8_t raceId, uint8_t genderId, uint32_t appearanceBytes, uint8_t facialFeatures, float x, float y, float z, float orientation) { if (!renderer || !renderer->getCharacterRenderer() || !assetManager || !assetManager->isInitialized()) return; if (playerInstances_.count(guid)) return; // Skip local player — already spawned as the main character if (gameHandler) { uint64_t localGuid = gameHandler->getPlayerGuid(); uint64_t activeGuid = gameHandler->getActiveCharacterGuid(); if ((localGuid != 0 && guid == localGuid) || (activeGuid != 0 && guid == activeGuid) || (spawnedPlayerGuid_ != 0 && guid == spawnedPlayerGuid_)) { return; } } auto* charRenderer = renderer->getCharacterRenderer(); // Base geometry model: cache by (race, gender) uint32_t cacheKey = (static_cast(raceId) << 8) | static_cast(genderId & 0xFF); uint32_t modelId = 0; auto itCache = playerModelCache_.find(cacheKey); if (itCache != playerModelCache_.end()) { modelId = itCache->second; } else { game::Race race = static_cast(raceId); game::Gender gender = (genderId == 1) ? game::Gender::FEMALE : game::Gender::MALE; std::string m2Path = game::getPlayerModelPath(race, gender); if (m2Path.empty()) { LOG_WARNING("spawnOnlinePlayer: unknown race/gender for guid 0x", std::hex, guid, std::dec, " race=", (int)raceId, " gender=", (int)genderId); return; } // Parse modelDir/baseName for skin/anim loading std::string modelDir; std::string baseName; { size_t slash = m2Path.rfind('\\'); if (slash != std::string::npos) { modelDir = m2Path.substr(0, slash + 1); baseName = m2Path.substr(slash + 1); } else { baseName = m2Path; } size_t dot = baseName.rfind('.'); if (dot != std::string::npos) baseName = baseName.substr(0, dot); } auto m2Data = assetManager->readFile(m2Path); if (m2Data.empty()) { LOG_WARNING("spawnOnlinePlayer: failed to read M2: ", m2Path); return; } pipeline::M2Model model = pipeline::M2Loader::load(m2Data); if (!model.isValid() || model.vertices.empty()) { LOG_WARNING("spawnOnlinePlayer: failed to parse M2: ", m2Path); return; } // Skin file (only for WotLK M2s - vanilla has embedded skin) std::string skinPath = modelDir + baseName + "00.skin"; auto skinData = assetManager->readFile(skinPath); if (!skinData.empty() && model.version >= 264) { pipeline::M2Loader::loadSkin(skinData, model); } // Load only core external animations (stand/walk/run) to avoid stalls for (uint32_t si = 0; si < model.sequences.size(); si++) { if (!(model.sequences[si].flags & 0x20)) { uint32_t animId = model.sequences[si].id; if (animId != 0 && animId != 4 && animId != 5) continue; char animFileName[256]; snprintf(animFileName, sizeof(animFileName), "%s%s%04u-%02u.anim", modelDir.c_str(), baseName.c_str(), animId, model.sequences[si].variationIndex); auto animData = assetManager->readFileOptional(animFileName); if (!animData.empty()) { pipeline::M2Loader::loadAnimFile(m2Data, animData, si, model); } } } modelId = nextPlayerModelId_++; if (!charRenderer->loadModel(model, modelId)) { LOG_WARNING("spawnOnlinePlayer: failed to load model to GPU: ", m2Path); return; } playerModelCache_[cacheKey] = modelId; } // Determine texture slots once per model if (!playerTextureSlotsByModelId_.count(modelId)) { PlayerTextureSlots slots; if (const auto* md = charRenderer->getModelData(modelId)) { for (size_t ti = 0; ti < md->textures.size(); ti++) { uint32_t t = md->textures[ti].type; if (t == 1 && slots.skin < 0) slots.skin = (int)ti; else if (t == 6 && slots.hair < 0) slots.hair = (int)ti; else if (t == 8 && slots.underwear < 0) slots.underwear = (int)ti; } } playerTextureSlotsByModelId_[modelId] = slots; } // Create instance at server position glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z)); float renderYaw = orientation + glm::radians(90.0f); uint32_t instanceId = charRenderer->createInstance(modelId, renderPos, glm::vec3(0.0f, 0.0f, renderYaw), 1.0f); if (instanceId == 0) return; // Resolve skin/hair texture paths via CharSections, then apply as per-instance overrides const char* raceFolderName = "Human"; switch (static_cast(raceId)) { case game::Race::HUMAN: raceFolderName = "Human"; break; case game::Race::ORC: raceFolderName = "Orc"; break; case game::Race::DWARF: raceFolderName = "Dwarf"; break; case game::Race::NIGHT_ELF: raceFolderName = "NightElf"; break; case game::Race::UNDEAD: raceFolderName = "Scourge"; break; case game::Race::TAUREN: raceFolderName = "Tauren"; break; case game::Race::GNOME: raceFolderName = "Gnome"; break; case game::Race::TROLL: raceFolderName = "Troll"; break; case game::Race::BLOOD_ELF: raceFolderName = "BloodElf"; break; case game::Race::DRAENEI: raceFolderName = "Draenei"; break; default: break; } const char* genderFolder = (genderId == 1) ? "Female" : "Male"; std::string raceGender = std::string(raceFolderName) + genderFolder; std::string bodySkinPath = std::string("Character\\") + raceFolderName + "\\" + genderFolder + "\\" + raceGender + "Skin00_00.blp"; std::string pelvisPath = std::string("Character\\") + raceFolderName + "\\" + genderFolder + "\\" + raceGender + "NakedPelvisSkin00_00.blp"; std::vector underwearPaths; std::string hairTexturePath; std::string faceLowerPath; std::string faceUpperPath; uint8_t skinId = appearanceBytes & 0xFF; uint8_t faceId = (appearanceBytes >> 8) & 0xFF; uint8_t hairStyleId = (appearanceBytes >> 16) & 0xFF; uint8_t hairColorId = (appearanceBytes >> 24) & 0xFF; if (auto charSectionsDbc = assetManager->loadDBC("CharSections.dbc"); charSectionsDbc && charSectionsDbc->isLoaded()) { const auto* csL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CharSections") : nullptr; uint32_t targetRaceId = raceId; uint32_t targetSexId = genderId; const uint32_t csTex1 = csL ? (*csL)["Texture1"] : 6; bool foundSkin = false; bool foundUnderwear = false; bool foundHair = false; bool foundFaceLower = false; for (uint32_t r = 0; r < charSectionsDbc->getRecordCount(); r++) { uint32_t rRace = charSectionsDbc->getUInt32(r, csL ? (*csL)["RaceID"] : 1); uint32_t rSex = charSectionsDbc->getUInt32(r, csL ? (*csL)["SexID"] : 2); uint32_t baseSection = charSectionsDbc->getUInt32(r, csL ? (*csL)["BaseSection"] : 3); uint32_t variationIndex = charSectionsDbc->getUInt32(r, csL ? (*csL)["VariationIndex"] : 4); uint32_t colorIndex = charSectionsDbc->getUInt32(r, csL ? (*csL)["ColorIndex"] : 5); if (rRace != targetRaceId || rSex != targetSexId) continue; if (baseSection == 0 && !foundSkin && colorIndex == skinId) { std::string tex1 = charSectionsDbc->getString(r, csTex1); if (!tex1.empty()) { bodySkinPath = tex1; foundSkin = true; } } else if (baseSection == 3 && !foundHair && variationIndex == hairStyleId && colorIndex == hairColorId) { hairTexturePath = charSectionsDbc->getString(r, csTex1); if (!hairTexturePath.empty()) foundHair = true; } else if (baseSection == 4 && !foundUnderwear && colorIndex == skinId) { for (uint32_t f = csTex1; f <= csTex1 + 2; f++) { std::string tex = charSectionsDbc->getString(r, f); if (!tex.empty()) underwearPaths.push_back(tex); } foundUnderwear = true; } else if (baseSection == 1 && !foundFaceLower && variationIndex == faceId && colorIndex == skinId) { std::string tex1 = charSectionsDbc->getString(r, csTex1); std::string tex2 = charSectionsDbc->getString(r, csTex1 + 1); if (!tex1.empty()) faceLowerPath = tex1; if (!tex2.empty()) faceUpperPath = tex2; foundFaceLower = true; } if (foundSkin && foundUnderwear && foundHair && foundFaceLower) break; } } // Composite base skin + face + underwear overlays GLuint compositeTex = 0; { std::vector layers; layers.push_back(bodySkinPath); if (!faceLowerPath.empty()) layers.push_back(faceLowerPath); if (!faceUpperPath.empty()) layers.push_back(faceUpperPath); for (const auto& up : underwearPaths) layers.push_back(up); if (layers.size() > 1) { compositeTex = charRenderer->compositeTextures(layers); } else { compositeTex = charRenderer->loadTexture(bodySkinPath); } } GLuint hairTex = 0; if (!hairTexturePath.empty()) { hairTex = charRenderer->loadTexture(hairTexturePath); } GLuint underwearTex = 0; if (!underwearPaths.empty()) underwearTex = charRenderer->loadTexture(underwearPaths[0]); else underwearTex = charRenderer->loadTexture(pelvisPath); const PlayerTextureSlots& slots = playerTextureSlotsByModelId_[modelId]; if (slots.skin >= 0 && compositeTex != 0) { charRenderer->setTextureSlotOverride(instanceId, static_cast(slots.skin), compositeTex); } if (slots.hair >= 0 && hairTex != 0) { charRenderer->setTextureSlotOverride(instanceId, static_cast(slots.hair), hairTex); } if (slots.underwear >= 0 && underwearTex != 0) { charRenderer->setTextureSlotOverride(instanceId, static_cast(slots.underwear), underwearTex); } // Geosets: body + hair/facial hair selections std::unordered_set activeGeosets; // Body parts (group 0: IDs 0-99, some models use up to 27) for (uint16_t i = 0; i <= 99; i++) activeGeosets.insert(i); activeGeosets.insert(static_cast(100 + hairStyleId + 1)); activeGeosets.insert(static_cast(200 + facialFeatures + 1)); activeGeosets.insert(401); // Bare forearms (no gloves) — group 4 activeGeosets.insert(502); // Bare shins (no boots) — group 5 activeGeosets.insert(702); // Ears activeGeosets.insert(801); // Bare wrists (no sleeves) — group 8 activeGeosets.insert(902); // Kneepads — group 9 activeGeosets.insert(1301); // Bare legs — group 13 activeGeosets.insert(1502); // No cloak — group 15 activeGeosets.insert(2002); // Bare feet — group 20 charRenderer->setActiveGeosets(instanceId, activeGeosets); charRenderer->playAnimation(instanceId, 0, true); playerInstances_[guid] = instanceId; OnlinePlayerAppearanceState st; st.instanceId = instanceId; st.modelId = modelId; st.raceId = raceId; st.genderId = genderId; st.appearanceBytes = appearanceBytes; st.facialFeatures = facialFeatures; st.bodySkinPath = bodySkinPath; // Include face textures so compositeWithRegions can rebuild the full base if (!faceLowerPath.empty()) st.underwearPaths.push_back(faceLowerPath); if (!faceUpperPath.empty()) st.underwearPaths.push_back(faceUpperPath); for (const auto& up : underwearPaths) st.underwearPaths.push_back(up); onlinePlayerAppearance_[guid] = std::move(st); } void Application::setOnlinePlayerEquipment(uint64_t guid, const std::array& displayInfoIds, const std::array& inventoryTypes) { if (!renderer || !renderer->getCharacterRenderer() || !assetManager || !assetManager->isInitialized()) return; // Skip local player — equipment handled by GameScreen::updateCharacterGeosets/Textures // via consumeOnlineEquipmentDirty(), which fires on the same server update. if (gameHandler) { uint64_t localGuid = gameHandler->getPlayerGuid(); if (localGuid != 0 && guid == localGuid) return; } // If the player isn't spawned yet, store equipment until spawn. if (!playerInstances_.count(guid) || !onlinePlayerAppearance_.count(guid)) { pendingOnlinePlayerEquipment_[guid] = {displayInfoIds, inventoryTypes}; return; } auto it = onlinePlayerAppearance_.find(guid); if (it == onlinePlayerAppearance_.end()) return; const OnlinePlayerAppearanceState& st = it->second; auto* charRenderer = renderer->getCharacterRenderer(); if (!charRenderer) return; if (st.instanceId == 0 || st.modelId == 0) return; if (st.bodySkinPath.empty()) return; auto displayInfoDbc = assetManager->loadDBC("ItemDisplayInfo.dbc"); if (!displayInfoDbc) return; const auto* idiL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr; auto getGeosetGroup = [&](uint32_t displayInfoId, uint32_t fieldIdx) -> uint32_t { if (displayInfoId == 0) return 0; int32_t recIdx = displayInfoDbc->findRecordById(displayInfoId); if (recIdx < 0) return 0; return displayInfoDbc->getUInt32(static_cast(recIdx), fieldIdx); }; auto findDisplayIdByInvType = [&](std::initializer_list types) -> uint32_t { for (int s = 0; s < 19; s++) { uint8_t inv = inventoryTypes[s]; if (inv == 0 || displayInfoIds[s] == 0) continue; for (uint8_t t : types) { if (inv == t) return displayInfoIds[s]; } } return 0; }; auto hasInvType = [&](std::initializer_list types) -> bool { for (int s = 0; s < 19; s++) { uint8_t inv = inventoryTypes[s]; if (inv == 0) continue; for (uint8_t t : types) { if (inv == t) return true; } } return false; }; // --- Geosets --- std::unordered_set geosets; // Body parts (group 0: IDs 0-99, some models use up to 27) for (uint16_t i = 0; i <= 99; i++) geosets.insert(i); uint8_t hairStyleId = static_cast((st.appearanceBytes >> 16) & 0xFF); geosets.insert(static_cast(100 + hairStyleId + 1)); geosets.insert(static_cast(200 + st.facialFeatures + 1)); geosets.insert(401); // Body joint patches (knees) geosets.insert(402); // Body joint patches (elbows) geosets.insert(701); // Ears geosets.insert(902); // Kneepads geosets.insert(2002); // Bare feet mesh const uint32_t geosetGroup1Field = idiL ? (*idiL)["GeosetGroup1"] : 7; const uint32_t geosetGroup3Field = idiL ? (*idiL)["GeosetGroup3"] : 9; // Chest/Shirt/Robe (invType 4,5,20) { uint32_t did = findDisplayIdByInvType({4, 5, 20}); uint32_t gg1 = getGeosetGroup(did, geosetGroup1Field); geosets.insert(static_cast(gg1 > 0 ? 501 + gg1 : 501)); uint32_t gg3 = getGeosetGroup(did, geosetGroup3Field); if (gg3 > 0) geosets.insert(static_cast(1301 + gg3)); } // Legs (invType 7) { uint32_t did = findDisplayIdByInvType({7}); uint32_t gg1 = getGeosetGroup(did, geosetGroup1Field); if (geosets.count(1302) == 0 && geosets.count(1303) == 0) { geosets.insert(static_cast(gg1 > 0 ? 1301 + gg1 : 1301)); } } // Feet (invType 8): 401/402 are body patches (always on), 403+ are boot meshes { uint32_t did = findDisplayIdByInvType({8}); uint32_t gg1 = getGeosetGroup(did, geosetGroup1Field); if (gg1 > 0) geosets.insert(static_cast(402 + gg1)); } // Hands (invType 10) { uint32_t did = findDisplayIdByInvType({10}); uint32_t gg1 = getGeosetGroup(did, geosetGroup1Field); geosets.insert(static_cast(gg1 > 0 ? 301 + gg1 : 301)); } // Back/Cloak (invType 16) geosets.insert(hasInvType({16}) ? 1502 : 1501); // Tabard (invType 19) if (hasInvType({19})) geosets.insert(1201); charRenderer->setActiveGeosets(st.instanceId, geosets); // --- Textures (skin atlas compositing) --- static const char* componentDirs[] = { "ArmUpperTexture", "ArmLowerTexture", "HandTexture", "TorsoUpperTexture", "TorsoLowerTexture", "LegUpperTexture", "LegLowerTexture", "FootTexture", }; // Texture component region fields from DBC layout // Binary DBC (23 fields) has textures at 14+ const uint32_t texRegionFields[8] = { idiL ? (*idiL)["TextureArmUpper"] : 14u, idiL ? (*idiL)["TextureArmLower"] : 15u, idiL ? (*idiL)["TextureHand"] : 16u, idiL ? (*idiL)["TextureTorsoUpper"]: 17u, idiL ? (*idiL)["TextureTorsoLower"]: 18u, idiL ? (*idiL)["TextureLegUpper"] : 19u, idiL ? (*idiL)["TextureLegLower"] : 20u, idiL ? (*idiL)["TextureFoot"] : 21u, }; std::vector> regionLayers; const bool isFemale = (st.genderId == 1); for (int s = 0; s < 19; s++) { uint32_t did = displayInfoIds[s]; if (did == 0) continue; int32_t recIdx = displayInfoDbc->findRecordById(did); if (recIdx < 0) continue; for (int region = 0; region < 8; region++) { std::string texName = displayInfoDbc->getString( static_cast(recIdx), texRegionFields[region]); if (texName.empty()) continue; std::string base = "Item\\TextureComponents\\" + std::string(componentDirs[region]) + "\\" + texName; std::string genderPath = base + (isFemale ? "_F.blp" : "_M.blp"); std::string unisexPath = base + "_U.blp"; std::string fullPath; if (assetManager->fileExists(genderPath)) fullPath = genderPath; else if (assetManager->fileExists(unisexPath)) fullPath = unisexPath; else fullPath = base + ".blp"; regionLayers.emplace_back(region, fullPath); } } const auto slotsIt = playerTextureSlotsByModelId_.find(st.modelId); if (slotsIt == playerTextureSlotsByModelId_.end()) return; const PlayerTextureSlots& slots = slotsIt->second; if (slots.skin < 0) return; GLuint newTex = charRenderer->compositeWithRegions(st.bodySkinPath, st.underwearPaths, regionLayers); if (newTex != 0) { charRenderer->setTextureSlotOverride(st.instanceId, static_cast(slots.skin), newTex); } } void Application::despawnOnlinePlayer(uint64_t guid) { if (!renderer || !renderer->getCharacterRenderer()) return; auto it = playerInstances_.find(guid); if (it == playerInstances_.end()) return; renderer->getCharacterRenderer()->removeInstance(it->second); playerInstances_.erase(it); onlinePlayerAppearance_.erase(guid); pendingOnlinePlayerEquipment_.erase(guid); } void Application::spawnOnlineGameObject(uint64_t guid, uint32_t entry, uint32_t displayId, float x, float y, float z, float orientation) { if (!renderer || !assetManager) return; if (!gameObjectLookupsBuilt_) { buildGameObjectDisplayLookups(); } if (!gameObjectLookupsBuilt_) return; if (gameObjectInstances_.count(guid)) { // Already have a render instance — update its position (e.g. transport re-creation) auto& info = gameObjectInstances_[guid]; glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z)); LOG_DEBUG("GameObject position update: displayId=", displayId, " guid=0x", std::hex, guid, std::dec, " pos=(", x, ", ", y, ", ", z, ")"); if (renderer) { if (info.isWmo) { if (auto* wr = renderer->getWMORenderer()) { glm::mat4 transform(1.0f); transform = glm::translate(transform, renderPos); transform = glm::rotate(transform, orientation, glm::vec3(0, 0, 1)); wr->setInstanceTransform(info.instanceId, transform); } } else { if (auto* mr = renderer->getM2Renderer()) { glm::mat4 transform(1.0f); transform = glm::translate(transform, renderPos); transform = glm::rotate(transform, orientation, glm::vec3(0, 0, 1)); mr->setInstanceTransform(info.instanceId, transform); } } } return; } std::string modelPath; // Override model path for transports with wrong displayIds (preloaded transports) // Check if this GUID is a known transport bool isTransport = gameHandler && gameHandler->isTransportGuid(guid); if (isTransport) { // Map common transport displayIds to correct WMO paths // NOTE: displayIds 455/462 are elevators in Thunder Bluff and should NOT be forced to ships. // Keep ship/zeppelin overrides entry-driven where possible. // DisplayIds 807, 808 = Zeppelins // DisplayIds 2454, 1587 = Special ships/icebreakers if (entry == 20808 || entry == 176231 || entry == 176310) { modelPath = "World\\wmo\\transports\\transport_ship\\transportship.wmo"; LOG_INFO("Overriding transport entry/display ", entry, "/", displayId, " → transportship.wmo"); } else if (displayId == 807 || displayId == 808 || displayId == 175080 || displayId == 176495 || displayId == 164871) { modelPath = "World\\wmo\\transports\\transport_zeppelin\\transport_zeppelin.wmo"; LOG_INFO("Overriding transport displayId ", displayId, " → transport_zeppelin.wmo"); } else if (displayId == 1587) { modelPath = "World\\wmo\\transports\\transport_horde_zeppelin\\Transport_Horde_Zeppelin.wmo"; LOG_INFO("Overriding transport displayId ", displayId, " → Transport_Horde_Zeppelin.wmo"); } else if (displayId == 2454 || displayId == 181688 || displayId == 190536) { modelPath = "World\\wmo\\transports\\icebreaker\\Transport_Icebreaker_ship.wmo"; LOG_INFO("Overriding transport displayId ", displayId, " → Transport_Icebreaker_ship.wmo"); } } // Fallback to normal displayId lookup if not a transport or no override matched if (modelPath.empty()) { modelPath = getGameObjectModelPathForDisplayId(displayId); } if (modelPath.empty()) { LOG_WARNING("No model path for gameobject displayId ", displayId, " (guid 0x", std::hex, guid, std::dec, ")"); return; } // Log spawns to help debug duplicate objects (e.g., cathedral issue) LOG_DEBUG("GameObject spawn: displayId=", displayId, " guid=0x", std::hex, guid, std::dec, " model=", modelPath, " pos=(", x, ", ", y, ", ", z, ")"); std::string lowerPath = modelPath; std::transform(lowerPath.begin(), lowerPath.end(), lowerPath.begin(), [](unsigned char c) { return static_cast(std::tolower(c)); }); bool isWmo = lowerPath.size() >= 4 && lowerPath.substr(lowerPath.size() - 4) == ".wmo"; glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z)); float renderYaw = orientation; bool loadedAsWmo = false; if (isWmo) { auto* wmoRenderer = renderer->getWMORenderer(); if (!wmoRenderer) return; uint32_t modelId = 0; auto itCache = gameObjectDisplayIdWmoCache_.find(displayId); if (itCache != gameObjectDisplayIdWmoCache_.end()) { modelId = itCache->second; loadedAsWmo = true; } else { auto wmoData = assetManager->readFile(modelPath); if (!wmoData.empty()) { pipeline::WMOModel wmoModel = pipeline::WMOLoader::load(wmoData); LOG_DEBUG("Gameobject WMO root loaded: ", modelPath, " nGroups=", wmoModel.nGroups); int loadedGroups = 0; if (wmoModel.nGroups > 0) { std::string basePath = modelPath; std::string extension; if (basePath.size() > 4) { extension = basePath.substr(basePath.size() - 4); std::string extLower = extension; for (char& c : extLower) c = static_cast(std::tolower(c)); if (extLower == ".wmo") { basePath = basePath.substr(0, basePath.size() - 4); } } for (uint32_t gi = 0; gi < wmoModel.nGroups; gi++) { char groupSuffix[16]; snprintf(groupSuffix, sizeof(groupSuffix), "_%03u%s", gi, extension.c_str()); std::string groupPath = basePath + groupSuffix; std::vector groupData = assetManager->readFile(groupPath); if (groupData.empty()) { snprintf(groupSuffix, sizeof(groupSuffix), "_%03u.wmo", gi); groupData = assetManager->readFile(basePath + groupSuffix); } if (groupData.empty()) { snprintf(groupSuffix, sizeof(groupSuffix), "_%03u.WMO", gi); groupData = assetManager->readFile(basePath + groupSuffix); } if (!groupData.empty()) { pipeline::WMOLoader::loadGroup(groupData, wmoModel, gi); loadedGroups++; } else { LOG_WARNING(" Failed to load WMO group ", gi, " for: ", basePath); } } } if (loadedGroups > 0 || wmoModel.nGroups == 0) { modelId = nextGameObjectWmoModelId_++; if (wmoRenderer->loadModel(wmoModel, modelId)) { gameObjectDisplayIdWmoCache_[displayId] = modelId; loadedAsWmo = true; } else { LOG_WARNING("Failed to load gameobject WMO model: ", modelPath); } } else { LOG_WARNING("No WMO groups loaded for gameobject: ", modelPath, " — falling back to M2"); } } else { LOG_WARNING("Failed to read gameobject WMO: ", modelPath, " — falling back to M2"); } } if (loadedAsWmo) { uint32_t instanceId = wmoRenderer->createInstance(modelId, renderPos, glm::vec3(0.0f, 0.0f, renderYaw), 1.0f); if (instanceId == 0) { LOG_WARNING("Failed to create gameobject WMO instance for guid 0x", std::hex, guid, std::dec); return; } gameObjectInstances_[guid] = {modelId, instanceId, true}; LOG_DEBUG("Spawned gameobject WMO: guid=0x", std::hex, guid, std::dec, " displayId=", displayId, " at (", x, ", ", y, ", ", z, ")"); // Spawn transport WMO doodads (chairs, furniture, etc.) as child M2 instances bool isTransport = false; if (gameHandler) { std::string lowerModelPath = modelPath; std::transform(lowerModelPath.begin(), lowerModelPath.end(), lowerModelPath.begin(), [](unsigned char c) { return static_cast(std::tolower(c)); }); isTransport = (lowerModelPath.find("transport") != std::string::npos); } auto* m2Renderer = renderer->getM2Renderer(); if (m2Renderer && isTransport) { const auto* doodadTemplates = wmoRenderer->getDoodadTemplates(modelId); if (doodadTemplates && !doodadTemplates->empty()) { constexpr size_t kMaxTransportDoodads = 192; const size_t doodadBudget = std::min(doodadTemplates->size(), kMaxTransportDoodads); LOG_INFO("Spawning ", doodadBudget, "/", doodadTemplates->size(), " doodads for transport WMO instance ", instanceId); int spawnedDoodads = 0; for (size_t i = 0; i < doodadBudget; ++i) { const auto& doodadTemplate = (*doodadTemplates)[i]; // Load M2 model (may be cached) uint32_t doodadModelId = static_cast(std::hash{}(doodadTemplate.m2Path)); auto m2Data = assetManager->readFile(doodadTemplate.m2Path); if (m2Data.empty()) continue; pipeline::M2Model m2Model = pipeline::M2Loader::load(m2Data); std::string skinPath = doodadTemplate.m2Path.substr(0, doodadTemplate.m2Path.size() - 3) + "00.skin"; std::vector skinData = assetManager->readFile(skinPath); if (!skinData.empty() && m2Model.version >= 264) { pipeline::M2Loader::loadSkin(skinData, m2Model); } if (!m2Model.isValid()) continue; // Load model to renderer (cached if already loaded) m2Renderer->loadModel(m2Model, doodadModelId); // Create M2 instance at world origin (transform will be updated by WMO parent) uint32_t m2InstanceId = m2Renderer->createInstance(doodadModelId, glm::vec3(0.0f), glm::vec3(0.0f), 1.0f); if (m2InstanceId == 0) continue; // Link doodad to WMO instance wmoRenderer->addDoodadToInstance(instanceId, m2InstanceId, doodadTemplate.localTransform); spawnedDoodads++; } if (spawnedDoodads > 0) { LOG_INFO("Spawned ", spawnedDoodads, " doodads for transport WMO instance ", instanceId); // Initial transform update to position doodads correctly // (subsequent updates will happen automatically via setInstanceTransform) glm::mat4 wmoTransform(1.0f); wmoTransform = glm::translate(wmoTransform, renderPos); wmoTransform = glm::rotate(wmoTransform, renderYaw, glm::vec3(0, 0, 1)); wmoRenderer->setInstanceTransform(instanceId, wmoTransform); } } else { LOG_INFO("Transport WMO has no doodads or templates not available"); } } // Transport GameObjects are not always named "transport" in their WMO path // (e.g. elevators/lifts). If the server marks it as a transport, always // notify so TransportManager can animate/carry passengers. if (gameHandler && gameHandler->isTransportGuid(guid)) { gameHandler->notifyTransportSpawned(guid, entry, displayId, x, y, z, orientation); } return; } // WMO failed — fall through to try as M2 // Convert .wmo path to .m2 for fallback modelPath = modelPath.substr(0, modelPath.size() - 4) + ".m2"; } { auto* m2Renderer = renderer->getM2Renderer(); if (!m2Renderer) return; uint32_t modelId = 0; auto itCache = gameObjectDisplayIdModelCache_.find(displayId); if (itCache != gameObjectDisplayIdModelCache_.end()) { modelId = itCache->second; } else { modelId = nextGameObjectModelId_++; auto m2Data = assetManager->readFile(modelPath); if (m2Data.empty()) { LOG_WARNING("Failed to read gameobject M2: ", modelPath); return; } pipeline::M2Model model = pipeline::M2Loader::load(m2Data); if (model.vertices.empty()) { LOG_WARNING("Failed to parse gameobject M2: ", modelPath); return; } std::string skinPath = modelPath.substr(0, modelPath.size() - 3) + "00.skin"; auto skinData = assetManager->readFile(skinPath); if (!skinData.empty() && model.version >= 264) { pipeline::M2Loader::loadSkin(skinData, model); } if (!m2Renderer->loadModel(model, modelId)) { LOG_WARNING("Failed to load gameobject model: ", modelPath); return; } gameObjectDisplayIdModelCache_[displayId] = modelId; } uint32_t instanceId = m2Renderer->createInstance(modelId, renderPos, glm::vec3(0.0f, 0.0f, renderYaw), 1.0f); if (instanceId == 0) { LOG_WARNING("Failed to create gameobject instance for guid 0x", std::hex, guid, std::dec); return; } gameObjectInstances_[guid] = {modelId, instanceId, false}; } LOG_DEBUG("Spawned gameobject: guid=0x", std::hex, guid, std::dec, " displayId=", displayId, " at (", x, ", ", y, ", ", z, ")"); } void Application::processCreatureSpawnQueue() { if (pendingCreatureSpawns_.empty()) return; if (!creatureLookupsBuilt_) { buildCreatureDisplayLookups(); if (!creatureLookupsBuilt_) return; } int processed = 0; while (!pendingCreatureSpawns_.empty() && processed < MAX_SPAWNS_PER_FRAME) { PendingCreatureSpawn s = pendingCreatureSpawns_.front(); spawnOnlineCreature(s.guid, s.displayId, s.x, s.y, s.z, s.orientation); pendingCreatureSpawns_.erase(pendingCreatureSpawns_.begin()); pendingCreatureSpawnGuids_.erase(s.guid); // If spawn still failed, retry for a limited number of frames. if (!creatureInstances_.count(s.guid)) { if (creaturePermanentFailureGuids_.erase(s.guid) > 0) { creatureSpawnRetryCounts_.erase(s.guid); processed++; continue; } uint16_t retries = 0; auto it = creatureSpawnRetryCounts_.find(s.guid); if (it != creatureSpawnRetryCounts_.end()) { retries = it->second; } if (retries < MAX_CREATURE_SPAWN_RETRIES) { creatureSpawnRetryCounts_[s.guid] = static_cast(retries + 1); pendingCreatureSpawns_.push_back(s); pendingCreatureSpawnGuids_.insert(s.guid); } else { creatureSpawnRetryCounts_.erase(s.guid); LOG_WARNING("Dropping creature spawn after retries: guid=0x", std::hex, s.guid, std::dec, " displayId=", s.displayId); } } else { creatureSpawnRetryCounts_.erase(s.guid); } processed++; } } void Application::processPlayerSpawnQueue() { if (pendingPlayerSpawns_.empty()) return; if (!assetManager || !assetManager->isInitialized()) return; int processed = 0; while (!pendingPlayerSpawns_.empty() && processed < MAX_SPAWNS_PER_FRAME) { PendingPlayerSpawn s = pendingPlayerSpawns_.front(); pendingPlayerSpawns_.erase(pendingPlayerSpawns_.begin()); pendingPlayerSpawnGuids_.erase(s.guid); // Skip if already spawned (could have been spawned by a previous update this frame) if (playerInstances_.count(s.guid)) { processed++; continue; } spawnOnlinePlayer(s.guid, s.raceId, s.genderId, s.appearanceBytes, s.facialFeatures, s.x, s.y, s.z, s.orientation); // Apply any equipment updates that arrived before the player was spawned. auto pit = pendingOnlinePlayerEquipment_.find(s.guid); if (pit != pendingOnlinePlayerEquipment_.end()) { deferredEquipmentQueue_.push_back({s.guid, pit->second}); pendingOnlinePlayerEquipment_.erase(pit); } processed++; } } void Application::processDeferredEquipmentQueue() { if (deferredEquipmentQueue_.empty()) return; // Process at most 1 per frame — compositeWithRegions is expensive auto [guid, equipData] = deferredEquipmentQueue_.front(); deferredEquipmentQueue_.erase(deferredEquipmentQueue_.begin()); setOnlinePlayerEquipment(guid, equipData.first, equipData.second); } void Application::processGameObjectSpawnQueue() { if (pendingGameObjectSpawns_.empty()) return; int spawned = 0; while (!pendingGameObjectSpawns_.empty() && spawned < MAX_SPAWNS_PER_FRAME) { auto& s = pendingGameObjectSpawns_.front(); spawnOnlineGameObject(s.guid, s.entry, s.displayId, s.x, s.y, s.z, s.orientation); pendingGameObjectSpawns_.erase(pendingGameObjectSpawns_.begin()); spawned++; } } void Application::processPendingMount() { if (pendingMountDisplayId_ == 0) return; uint32_t mountDisplayId = pendingMountDisplayId_; pendingMountDisplayId_ = 0; LOG_INFO("processPendingMount: loading displayId ", mountDisplayId); if (!renderer || !renderer->getCharacterRenderer() || !assetManager) return; auto* charRenderer = renderer->getCharacterRenderer(); std::string m2Path = getModelPathForDisplayId(mountDisplayId); if (m2Path.empty()) { LOG_WARNING("No model path for mount displayId ", mountDisplayId); return; } // Check model cache uint32_t modelId = 0; auto cacheIt = displayIdModelCache_.find(mountDisplayId); if (cacheIt != displayIdModelCache_.end()) { modelId = cacheIt->second; } else { modelId = nextCreatureModelId_++; auto m2Data = assetManager->readFile(m2Path); if (m2Data.empty()) { LOG_WARNING("Failed to read mount M2: ", m2Path); return; } pipeline::M2Model model = pipeline::M2Loader::load(m2Data); if (model.vertices.empty()) { LOG_WARNING("Failed to parse mount M2: ", m2Path); return; } // Load skin file (only for WotLK M2s - vanilla has embedded skin) std::string skinPath = m2Path.substr(0, m2Path.size() - 3) + "00.skin"; auto skinData = assetManager->readFile(skinPath); if (!skinData.empty() && model.version >= 264) { pipeline::M2Loader::loadSkin(skinData, model); } // Load external .anim files (only idle + run needed for mounts) std::string basePath = m2Path.substr(0, m2Path.size() - 3); for (uint32_t si = 0; si < model.sequences.size(); si++) { if (!(model.sequences[si].flags & 0x20)) { uint32_t animId = model.sequences[si].id; // Only load stand(0), walk(4), run(5) anims to avoid hang if (animId != 0 && animId != 4 && animId != 5) continue; char animFileName[256]; snprintf(animFileName, sizeof(animFileName), "%s%04u-%02u.anim", basePath.c_str(), animId, model.sequences[si].variationIndex); auto animData = assetManager->readFileOptional(animFileName); if (!animData.empty()) { pipeline::M2Loader::loadAnimFile(m2Data, animData, si, model); } } } if (!charRenderer->loadModel(model, modelId)) { LOG_WARNING("Failed to load mount model: ", m2Path); return; } displayIdModelCache_[mountDisplayId] = modelId; } // Apply creature skin textures from CreatureDisplayInfo.dbc. // Re-apply even for cached models so transient failures can self-heal. std::string modelDir; size_t lastSlash = m2Path.find_last_of("\\/"); if (lastSlash != std::string::npos) { modelDir = m2Path.substr(0, lastSlash + 1); } auto itDisplayData = displayDataMap_.find(mountDisplayId); bool haveDisplayData = false; CreatureDisplayData dispData{}; if (itDisplayData != displayDataMap_.end()) { dispData = itDisplayData->second; haveDisplayData = true; } else { // Some taxi mount display IDs are sparse; recover skins by matching model path. std::string lowerMountPath = m2Path; std::transform(lowerMountPath.begin(), lowerMountPath.end(), lowerMountPath.begin(), [](unsigned char c) { return static_cast(std::tolower(c)); }); int bestScore = -1; for (const auto& [dispId, data] : displayDataMap_) { auto pit = modelIdToPath_.find(data.modelId); if (pit == modelIdToPath_.end()) continue; std::string p = pit->second; std::transform(p.begin(), p.end(), p.begin(), [](unsigned char c) { return static_cast(std::tolower(c)); }); if (p != lowerMountPath) continue; int score = 0; if (!data.skin1.empty()) { std::string p1 = modelDir + data.skin1 + ".blp"; score += assetManager->fileExists(p1) ? 30 : 3; } if (!data.skin2.empty()) { std::string p2 = modelDir + data.skin2 + ".blp"; score += assetManager->fileExists(p2) ? 20 : 2; } if (!data.skin3.empty()) { std::string p3 = modelDir + data.skin3 + ".blp"; score += assetManager->fileExists(p3) ? 10 : 1; } if (score > bestScore) { bestScore = score; dispData = data; haveDisplayData = true; } } if (haveDisplayData) { LOG_INFO("Recovered mount display data by model path for displayId=", mountDisplayId, " skin1='", dispData.skin1, "' skin2='", dispData.skin2, "' skin3='", dispData.skin3, "'"); } } if (haveDisplayData) { // If this displayId has no skins, try to find another displayId for the same model with skins. if (dispData.skin1.empty() && dispData.skin2.empty() && dispData.skin3.empty()) { uint32_t sourceModelId = dispData.modelId; int bestScore = -1; for (const auto& [dispId, data] : displayDataMap_) { if (data.modelId != sourceModelId) continue; int score = 0; if (!data.skin1.empty()) { std::string p = modelDir + data.skin1 + ".blp"; score += assetManager->fileExists(p) ? 30 : 3; } if (!data.skin2.empty()) { std::string p = modelDir + data.skin2 + ".blp"; score += assetManager->fileExists(p) ? 20 : 2; } if (!data.skin3.empty()) { std::string p = modelDir + data.skin3 + ".blp"; score += assetManager->fileExists(p) ? 10 : 1; } if (score > bestScore) { bestScore = score; dispData = data; } } LOG_INFO("Mount skin fallback for displayId=", mountDisplayId, " modelId=", sourceModelId, " skin1='", dispData.skin1, "' skin2='", dispData.skin2, "' skin3='", dispData.skin3, "'"); } const auto* md = charRenderer->getModelData(modelId); if (md) { LOG_INFO("Mount model textures: ", md->textures.size(), " slots, skin1='", dispData.skin1, "' skin2='", dispData.skin2, "' skin3='", dispData.skin3, "'"); for (size_t ti = 0; ti < md->textures.size(); ti++) { LOG_INFO(" tex[", ti, "] type=", md->textures[ti].type, " filename='", md->textures[ti].filename, "'"); } 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(ti), skinTex); LOG_INFO(" Applied skin texture slot ", ti, ": ", texPath); replaced++; } else { LOG_WARNING(" Failed to load skin texture slot ", ti, ": ", texPath); } } } // Force skin textures onto type-0 (hardcoded) slots that have no filename if (replaced == 0) { for (size_t ti = 0; ti < md->textures.size(); ti++) { const auto& tex = md->textures[ti]; if (tex.type == 0 && tex.filename.empty()) { // Empty hardcoded slot — try skin1 then skin2 std::string texPath; if (!dispData.skin1.empty() && replaced == 0) { texPath = modelDir + dispData.skin1 + ".blp"; } else if (!dispData.skin2.empty()) { texPath = modelDir + dispData.skin2 + ".blp"; } if (!texPath.empty()) { GLuint skinTex = charRenderer->loadTexture(texPath); if (skinTex != 0) { charRenderer->setModelTexture(modelId, static_cast(ti), skinTex); LOG_INFO(" Forced skin on empty hardcoded slot ", ti, ": ", texPath); replaced++; } } } } } // If still no textures, try hardcoded model texture filenames if (replaced == 0) { for (size_t ti = 0; ti < md->textures.size(); ti++) { if (!md->textures[ti].filename.empty()) { GLuint texId = charRenderer->loadTexture(md->textures[ti].filename); if (texId != 0) { charRenderer->setModelTexture(modelId, static_cast(ti), texId); LOG_INFO(" Used model embedded texture slot ", ti, ": ", md->textures[ti].filename); replaced++; } } } } // Final fallback for gryphon/wyvern: try well-known skin texture names if (replaced == 0 && !md->textures.empty()) { std::string lowerMountPath = m2Path; std::transform(lowerMountPath.begin(), lowerMountPath.end(), lowerMountPath.begin(), [](unsigned char c) { return static_cast(std::tolower(c)); }); if (lowerMountPath.find("gryphon") != std::string::npos) { const char* gryphonSkins[] = { "Creature\\Gryphon\\Gryphon_Skin.blp", "Creature\\Gryphon\\Gryphon_Skin01.blp", "Creature\\Gryphon\\GRYPHON_SKIN01.BLP", nullptr }; for (const char** p = gryphonSkins; *p; ++p) { GLuint texId = charRenderer->loadTexture(*p); if (texId != 0) { charRenderer->setModelTexture(modelId, 0, texId); LOG_INFO(" Forced gryphon skin fallback: ", *p); replaced++; break; } } } else if (lowerMountPath.find("wyvern") != std::string::npos) { const char* wyvernSkins[] = { "Creature\\Wyvern\\Wyvern_Skin.blp", "Creature\\Wyvern\\Wyvern_Skin01.blp", nullptr }; for (const char** p = wyvernSkins; *p; ++p) { GLuint texId = charRenderer->loadTexture(*p); if (texId != 0) { charRenderer->setModelTexture(modelId, 0, texId); LOG_INFO(" Forced wyvern skin fallback: ", *p); replaced++; break; } } } } LOG_INFO("Mount texture setup: ", replaced, " textures applied"); } } mountModelId_ = modelId; // Create mount instance at player position glm::vec3 mountPos = renderer->getCharacterPosition(); float yawRad = glm::radians(renderer->getCharacterYaw()); uint32_t instanceId = charRenderer->createInstance(modelId, mountPos, glm::vec3(0.0f, 0.0f, yawRad), 1.0f); if (instanceId == 0) { LOG_WARNING("Failed to create mount instance"); return; } mountInstanceId_ = instanceId; // Compute height offset — place player above mount's back // Use tight bounds from actual vertices (M2 header bounds can be inaccurate) const auto* modelData = charRenderer->getModelData(modelId); float heightOffset = 1.8f; if (modelData && !modelData->vertices.empty()) { float minZ = std::numeric_limits::max(); float maxZ = -std::numeric_limits::max(); for (const auto& v : modelData->vertices) { if (v.position.z < minZ) minZ = v.position.z; if (v.position.z > maxZ) maxZ = v.position.z; } float extentZ = maxZ - minZ; LOG_INFO("Mount tight bounds: minZ=", minZ, " maxZ=", maxZ, " extentZ=", extentZ); if (extentZ > 0.5f) { // Saddle point is roughly 75% up the model, measured from model origin heightOffset = maxZ * 0.8f; if (heightOffset < 1.0f) heightOffset = extentZ * 0.75f; if (heightOffset < 1.0f) heightOffset = 1.8f; } } renderer->setMounted(instanceId, mountDisplayId, heightOffset, m2Path); // For taxi mounts, start with flying animation; for ground mounts, start with stand bool isTaxi = gameHandler && gameHandler->isOnTaxiFlight(); uint32_t startAnim = 0; // ANIM_STAND if (isTaxi) { // Try WotLK fly anims first, then Vanilla-friendly fallbacks uint32_t taxiCandidates[] = {159, 158, 234, 229, 233, 141, 369, 6, 5}; // FlyForward, FlyIdle, FlyRun(234), FlyStand(229), FlyWalk(233), FlyMounted, FlyRun, Fly, Run for (uint32_t anim : taxiCandidates) { if (charRenderer->hasAnimation(instanceId, anim)) { startAnim = anim; break; } } // If none found, startAnim stays 0 (Stand/hover) which is fine for flying creatures } charRenderer->playAnimation(instanceId, startAnim, true); LOG_INFO("processPendingMount: DONE displayId=", mountDisplayId, " model=", m2Path, " heightOffset=", heightOffset); } void Application::despawnOnlineCreature(uint64_t guid) { // If this guid is a PLAYER, it will be tracked in playerInstances_. // Route to the correct despawn path so we don't leak instances. if (playerInstances_.count(guid)) { despawnOnlinePlayer(guid); return; } pendingCreatureSpawnGuids_.erase(guid); creatureSpawnRetryCounts_.erase(guid); creaturePermanentFailureGuids_.erase(guid); deadCreatureGuids_.erase(guid); auto it = creatureInstances_.find(guid); if (it == creatureInstances_.end()) return; if (renderer && renderer->getCharacterRenderer()) { renderer->getCharacterRenderer()->removeInstance(it->second); } creatureInstances_.erase(it); creatureModelIds_.erase(guid); LOG_DEBUG("Despawned creature: guid=0x", std::hex, guid, std::dec); } void Application::despawnOnlineGameObject(uint64_t guid) { auto it = gameObjectInstances_.find(guid); if (it == gameObjectInstances_.end()) return; if (renderer) { if (it->second.isWmo) { if (auto* wmoRenderer = renderer->getWMORenderer()) { wmoRenderer->removeInstance(it->second.instanceId); } } else { if (auto* m2Renderer = renderer->getM2Renderer()) { m2Renderer->removeInstance(it->second.instanceId); } } } gameObjectInstances_.erase(it); LOG_DEBUG("Despawned gameobject: guid=0x", std::hex, guid, std::dec); } void Application::loadQuestMarkerModels() { if (!assetManager || !renderer) return; // Quest markers in WoW 3.3.5a are billboard sprites (BLP textures), not M2 models // Load the BLP textures for quest markers LOG_INFO("Quest markers will be rendered as billboard sprites using BLP textures:"); LOG_INFO(" - Available: Interface\\GossipFrame\\AvailableQuestIcon.blp"); LOG_INFO(" - Turn-in: Interface\\GossipFrame\\ActiveQuestIcon.blp"); LOG_INFO(" - Incomplete: Interface\\GossipFrame\\IncompleteQuestIcon.blp"); // TODO: Implement billboard sprite rendering for quest markers // For now, the 2D ImGui markers will continue to work } void Application::updateQuestMarkers() { if (!gameHandler || !renderer) { return; } auto* questMarkerRenderer = renderer->getQuestMarkerRenderer(); if (!questMarkerRenderer) { static bool logged = false; if (!logged) { LOG_WARNING("QuestMarkerRenderer not available!"); logged = true; } return; } const auto& questStatuses = gameHandler->getNpcQuestStatuses(); static int logCounter = 0; if (++logCounter % 300 == 0) { // Log every ~10 seconds at 30fps LOG_DEBUG("Quest markers: ", questStatuses.size(), " NPCs with quest status"); } // Clear all markers (we'll re-add active ones) questMarkerRenderer->clear(); static bool firstRun = true; int markersAdded = 0; // Add markers for NPCs with quest status for (const auto& [guid, status] : questStatuses) { // Determine marker type int markerType = -1; // -1 = no marker using game::QuestGiverStatus; switch (status) { case QuestGiverStatus::AVAILABLE: case QuestGiverStatus::AVAILABLE_LOW: markerType = 0; // Available (yellow !) break; case QuestGiverStatus::REWARD: case QuestGiverStatus::REWARD_REP: markerType = 1; // Turn-in (yellow ?) break; case QuestGiverStatus::INCOMPLETE: markerType = 2; // Incomplete (grey ?) break; default: break; } if (markerType < 0) continue; // Get NPC entity position auto entity = gameHandler->getEntityManager().getEntity(guid); if (!entity) continue; glm::vec3 canonical(entity->getX(), entity->getY(), entity->getZ()); glm::vec3 renderPos = coords::canonicalToRender(canonical); // Get NPC bounding height for proper marker positioning glm::vec3 boundsCenter; float boundsRadius = 0.0f; float boundingHeight = 2.0f; // Default if (getRenderBoundsForGuid(guid, boundsCenter, boundsRadius)) { boundingHeight = boundsRadius * 2.0f; } // Set the marker (renderer will handle positioning, bob, glow, etc.) questMarkerRenderer->setMarker(guid, renderPos, markerType, boundingHeight); markersAdded++; } if (firstRun && markersAdded > 0) { LOG_DEBUG("Quest markers: Added ", markersAdded, " markers on first run"); firstRun = false; } } void Application::setupTestTransport() { if (!gameHandler || !renderer || !assetManager) return; auto* transportManager = gameHandler->getTransportManager(); auto* wmoRenderer = renderer->getWMORenderer(); if (!transportManager || !wmoRenderer) return; LOG_INFO("========================================"); LOG_INFO(" SETTING UP TEST TRANSPORT"); LOG_INFO("========================================"); // Connect transport manager to WMO renderer transportManager->setWMORenderer(wmoRenderer); // Connect WMORenderer to M2Renderer (for hierarchical transforms: doodads following WMO parents) if (renderer->getM2Renderer()) { wmoRenderer->setM2Renderer(renderer->getM2Renderer()); LOG_INFO("WMORenderer connected to M2Renderer for test transport doodad transforms"); } // Define a simple circular path around Stormwind harbor (canonical coordinates) // These coordinates are approximate - adjust based on actual harbor layout std::vector harborPath = { {-8833.0f, 628.0f, 94.0f}, // Start point (Stormwind harbor) {-8900.0f, 650.0f, 94.0f}, // Move west {-8950.0f, 700.0f, 94.0f}, // Northwest {-8950.0f, 780.0f, 94.0f}, // North {-8900.0f, 830.0f, 94.0f}, // Northeast {-8833.0f, 850.0f, 94.0f}, // East {-8766.0f, 830.0f, 94.0f}, // Southeast {-8716.0f, 780.0f, 94.0f}, // South {-8716.0f, 700.0f, 94.0f}, // Southwest {-8766.0f, 650.0f, 94.0f}, // Back to start direction }; // Register the path with transport manager uint32_t pathId = 1; float speed = 12.0f; // 12 units/sec (slower than taxi for a leisurely boat ride) transportManager->loadPathFromNodes(pathId, harborPath, true, speed); LOG_INFO("Registered transport path ", pathId, " with ", harborPath.size(), " waypoints, speed=", speed); // Try transport WMOs in manifest-backed paths first. std::vector transportCandidates = { "World\\wmo\\transports\\transport_ship\\transportship.wmo", "World\\wmo\\transports\\transport_zeppelin\\transport_zeppelin.wmo", "World\\wmo\\transports\\transport_horde_zeppelin\\Transport_Horde_Zeppelin.wmo", "World\\wmo\\transports\\icebreaker\\Transport_Icebreaker_ship.wmo", // Legacy fallbacks "Transports\\Transportship\\Transportship.wmo", "Transports\\Boat\\Boat.wmo", }; std::string transportWmoPath; std::vector wmoData; for (const auto& candidate : transportCandidates) { wmoData = assetManager->readFile(candidate); if (!wmoData.empty()) { transportWmoPath = candidate; break; } } if (wmoData.empty()) { LOG_WARNING("No transport WMO found - test transport disabled"); LOG_INFO("Expected under World\\wmo\\transports\\..."); return; } LOG_INFO("Using transport WMO: ", transportWmoPath); // Load WMO model pipeline::WMOModel wmoModel = pipeline::WMOLoader::load(wmoData); LOG_INFO("Transport WMO root loaded: ", transportWmoPath, " nGroups=", wmoModel.nGroups); // Load WMO groups int loadedGroups = 0; if (wmoModel.nGroups > 0) { std::string basePath = transportWmoPath.substr(0, transportWmoPath.size() - 4); for (uint32_t gi = 0; gi < wmoModel.nGroups; gi++) { char groupSuffix[16]; snprintf(groupSuffix, sizeof(groupSuffix), "_%03u.wmo", gi); std::string groupPath = basePath + groupSuffix; std::vector groupData = assetManager->readFile(groupPath); if (!groupData.empty()) { pipeline::WMOLoader::loadGroup(groupData, wmoModel, gi); loadedGroups++; } else { LOG_WARNING(" Failed to load WMO group ", gi, " for: ", basePath); } } } if (loadedGroups == 0 && wmoModel.nGroups > 0) { LOG_WARNING("Failed to load any WMO groups for transport"); return; } // Load WMO into renderer uint32_t wmoModelId = 99999; // Use high ID to avoid conflicts if (!wmoRenderer->loadModel(wmoModel, wmoModelId)) { LOG_WARNING("Failed to load transport WMO model into renderer"); return; } // Create WMO instance at first waypoint (convert canonical to render coords) glm::vec3 startCanonical = harborPath[0]; glm::vec3 startRender = core::coords::canonicalToRender(startCanonical); uint32_t wmoInstanceId = wmoRenderer->createInstance(wmoModelId, startRender, glm::vec3(0.0f, 0.0f, 0.0f), 1.0f); if (wmoInstanceId == 0) { LOG_WARNING("Failed to create transport WMO instance"); return; } // Register transport with transport manager uint64_t transportGuid = 0x1000000000000001ULL; // Fake GUID for test transportManager->registerTransport(transportGuid, wmoInstanceId, pathId, startCanonical); // Optional: Set deck bounds (rough estimate for a ship deck) transportManager->setDeckBounds(transportGuid, glm::vec3(-15.0f, -30.0f, 0.0f), glm::vec3(15.0f, 30.0f, 10.0f)); LOG_INFO("========================================"); LOG_INFO("Test transport registered:"); LOG_INFO(" GUID: 0x", std::hex, transportGuid, std::dec); LOG_INFO(" WMO Instance: ", wmoInstanceId); LOG_INFO(" Path: ", pathId, " (", harborPath.size(), " waypoints)"); LOG_INFO(" Speed: ", speed, " units/sec"); LOG_INFO("========================================"); LOG_INFO(""); LOG_INFO("To board the transport, use console command:"); LOG_INFO(" /transport board"); LOG_INFO("To disembark:"); LOG_INFO(" /transport leave"); LOG_INFO("========================================"); } } // namespace core } // namespace wowee