#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/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/world.hpp" #include "game/npc_manager.hpp" #include "pipeline/asset_manager.hpp" #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 530: return "Outland"; case 571: return "Northrend"; default: return "Azeroth"; } } 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 asset manager assetManager = std::make_unique(); // Try to get WoW data path from environment variable const char* dataPathEnv = std::getenv("WOW_DATA_PATH"); std::string dataPath = dataPathEnv ? dataPathEnv : "./Data"; LOG_INFO("Attempting to load WoW assets from: ", dataPath); if (assetManager->initialize(dataPath)) { LOG_INFO("Asset manager initialized successfully"); // Eagerly load creature display DBC lookups so first spawn doesn't stall buildCreatureDisplayLookups(); } 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 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)); } }); // Keep player locomotion WoW-like in both single-player and online modes. 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::logoutToLogin() { LOG_INFO("Logout requested"); if (gameHandler) { gameHandler->disconnect(); } npcsSpawned = false; playerCharacterSpawned = false; 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); } } 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: { if (gameHandler) { gameHandler->update(deltaTime); } if (world) { world->update(deltaTime); } // Spawn NPCs once when entering world spawnNpcs(); // Process deferred online creature spawns (throttled) processCreatureSpawnQueue(); processGameObjectSpawnQueue(); processPendingMount(); if (npcManager && renderer && renderer->getCharacterRenderer()) { npcManager->update(deltaTime, renderer->getCharacterRenderer()); } // Update 3D quest markers above NPCs updateQuestMarkers(); // Sync server run speed to camera controller if (renderer && gameHandler && renderer->getCameraController()) { renderer->getCameraController()->setRunSpeedOverride(gameHandler->getServerRunSpeed()); } bool onTaxi = gameHandler && gameHandler->isOnTaxiFlight(); if (renderer && renderer->getCameraController()) { renderer->getCameraController()->setExternalFollow(onTaxi); renderer->getCameraController()->setExternalMoving(onTaxi); if (lastTaxiFlight_ && !onTaxi) { renderer->getCameraController()->clearMovementInputs(); } 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); // With 8GB tile cache and precaching, minimize streaming during taxi if (onTaxi) { renderer->getTerrainManager()->setUpdateInterval(2.0f); // Very infrequent updates - already precached renderer->getTerrainManager()->setLoadRadius(2); // 5x5 grid for taxi (each tile ~533 yards) } else { // Ramp streaming back in after taxi to avoid end-of-flight hitches. if (lastTaxiFlight_) { taxiStreamCooldown_ = 2.5f; renderer->getTerrainManager()->setLoadRadius(2); // Back to 5x5 } if (taxiStreamCooldown_ > 0.0f) { taxiStreamCooldown_ -= deltaTime; renderer->getTerrainManager()->setUpdateInterval(1.0f); } else { renderer->getTerrainManager()->setUpdateInterval(0.1f); } } } lastTaxiFlight_ = onTaxi; // Sync character render position ↔ canonical WoW coords each frame if (renderer && gameHandler) { if (onTaxi) { auto playerEntity = gameHandler->getEntityManager().getEntity(gameHandler->getPlayerGuid()); if (playerEntity) { glm::vec3 canonical(playerEntity->getX(), playerEntity->getY(), playerEntity->getZ()); glm::vec3 renderPos = core::coords::canonicalToRender(canonical); renderer->getCharacterPosition() = renderPos; // Lock yaw to server/taxi orientation so mouse cannot steer during taxi. float yawDeg = glm::degrees(playerEntity->getOrientation()) + 90.0f; renderer->setCharacterYaw(yawDeg); } } 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(); float wowOrientation = glm::radians(yawDeg - 90.0f); gameHandler->setOrientation(wowOrientation); } } // Send movement heartbeat every 500ms (keeps server position in sync) // Skip during taxi flights - server controls position if (gameHandler && renderer && !onTaxi) { movementHeartbeatTimer += deltaTime; if (movementHeartbeatTimer >= 0.5f) { movementHeartbeatTimer = 0.0f; gameHandler->sendMovement(game::Opcode::CMSG_MOVE_HEARTBEAT); } } else { movementHeartbeatTimer = 0.0f; } break; } case AppState::DISCONNECTED: // Handle disconnection break; } // Update renderer (camera, etc.) only when in-game if (renderer && state == AppState::IN_GAME) { renderer->update(deltaTime); } // Update UI if (uiManager) { uiManager->update(deltaTime); } } void Application::render() { if (!renderer) { return; } renderer->beginFrame(); // Only render 3D world when in-game (after server connect or single-player) if (state == AppState::IN_GAME) { if (world) { renderer->renderWorld(world.get()); } else { renderer->renderWorld(nullptr); } } // Render performance HUD (within ImGui frame, before UI ends the frame) if (renderer) { renderer->renderHUD(); } // Render UI on top (ends ImGui frame with ImGui::Render()) if (uiManager) { uiManager->render(state, authHandler.get(), gameHandler.get()); } renderer->endFrame(); } void Application::setupUICallbacks() { // Authentication screen callback uiManager->getAuthScreen().setOnSuccess([this]() { LOG_INFO("Authentication successful, transitioning to realm selection"); setState(AppState::REALM_SELECTION); }); // 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"; } if (gameHandler->connect(host, port, sessionKey, accountName)) { LOG_INFO("Connected to world server, transitioning to character selection"); setState(AppState::CHARACTER_SELECTION); } else { LOG_ERROR("Failed to connect to world server"); } }); // Character selection callback uiManager->getCharacterScreen().setOnCharacterSelected([this](uint64_t characterGuid) { LOG_INFO("Character selected: GUID=0x", std::hex, characterGuid, std::dec); // 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(); } }); // 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, ")"); loadOnlineWorldTerrain(mapId, x, y, z); }); // /unstuck — snap upward 10m to escape minor WMO cracks gameHandler->setUnstuckCallback([this]() { if (!renderer || !renderer->getCameraController()) return; auto* cc = renderer->getCameraController(); auto* ft = cc->getFollowTargetMutable(); if (!ft) return; glm::vec3 pos = *ft; pos.z += 10.0f; cc->teleportTo(pos); }); // /unstuckgy — snap upward 50m to clear all WMO geometry, gravity re-settles onto terrain gameHandler->setUnstuckGyCallback([this]() { if (!renderer || !renderer->getCameraController()) return; 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); LOG_INFO("Unstuck: teleported to last safe position"); return; } // No safe position — snap 50m upward to clear all WMO geometry glm::vec3 pos = *ft; pos.z += 50.0f; cc->teleportTo(pos); LOG_INFO("Unstuck: snapped 50m upward"); }); // 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 pendingCreatureSpawns_.push_back({guid, displayId, x, y, z, orientation}); }); // Creature despawn callback (online mode) - remove creature models gameHandler->setCreatureDespawnCallback([this](uint64_t guid) { despawnOnlineCreature(guid); }); // GameObject spawn callback (online mode) - spawn static models (mailboxes, etc.) gameHandler->setGameObjectSpawnCallback([this](uint64_t guid, uint32_t displayId, float x, float y, float z, float orientation) { pendingGameObjectSpawns_.push_back({guid, displayId, x, y, z, orientation}); }); // GameObject despawn callback (online mode) - remove static models gameHandler->setGameObjectDespawnCallback([this](uint64_t guid) { despawnOnlineGameObject(guid); }); // 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 for (const auto& waypoint : path) { 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)); // Load tile at waypoint + 1 radius around it (3x3 per waypoint) for (int dy = -1; dy <= 1; dy++) { for (int dx = -1; dx <= 1; dx++) { int tx = tileX + dx; int ty = tileY + dy; if (tx >= 0 && tx <= 63 && ty >= 0 && ty <= 63) { uniqueTiles.insert({tx, ty}); } } } } std::vector> tilesToLoad(uniqueTiles.begin(), uniqueTiles.end()); 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()) { // Convert radians to degrees for camera controller (character facing) float yawDegrees = glm::degrees(yaw); renderer->getCameraController()->setFacingYaw(yawDegrees); // Set mount pitch and roll for realistic flight animation renderer->setMountPitchRoll(pitch, roll); } }); // Taxi flight start callback - upload all precached tiles to GPU before flight begins gameHandler->setTaxiFlightStartCallback([this]() { if (renderer && renderer->getTerrainManager() && renderer->getM2Renderer()) { LOG_INFO("Uploading all precached tiles (terrain + M2 models) to GPU before taxi flight..."); auto start = std::chrono::steady_clock::now(); renderer->getTerrainManager()->processAllReadyTiles(); auto end = std::chrono::steady_clock::now(); auto durationMs = std::chrono::duration_cast(end - start).count(); uint32_t m2Count = renderer->getM2Renderer()->getModelCount(); uint32_t instCount = renderer->getM2Renderer()->getInstanceCount(); LOG_INFO("GPU upload completed in ", durationMs, "ms - ", m2Count, " M2 models in VRAM (", 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) { auto it = creatureInstances_.find(guid); if (it != creatureInstances_.end() && renderer && renderer->getCharacterRenderer()) { glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z)); float durationSec = static_cast(durationMs) / 1000.0f; renderer->getCharacterRenderer()->moveInstanceTo(it->second, renderPos, durationSec); } }); // Transport move callback (online mode) - update transport gameobject positions gameHandler->setTransportMoveCallback([this](uint64_t guid, float x, float y, float z, float /*orientation*/) { auto it = gameObjectInstances_.find(guid); if (it == gameObjectInstances_.end()) return; glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z)); if (renderer) { if (it->second.isWmo) { if (auto* wmoRenderer = renderer->getWMORenderer()) { wmoRenderer->setInstancePosition(it->second.instanceId, renderPos); } } else { if (auto* m2Renderer = renderer->getM2Renderer()) { m2Renderer->setInstancePosition(it->second.instanceId, renderPos); } } // Move player with transport if riding it if (gameHandler && gameHandler->isOnTransport() && gameHandler->getPlayerTransportGuid() == guid) { auto* cc = renderer->getCameraController(); if (cc) { glm::vec3* ft = cc->getFollowTargetMutable(); if (ft) { // Transport offset is in server/canonical coords — convert to render glm::vec3 offset = gameHandler->getPlayerTransportOffset(); glm::vec3 canonicalPlayerPos = glm::vec3(x + offset.x, y + offset.y, z + offset.z); glm::vec3 playerRenderPos = core::coords::canonicalToRender(canonicalPlayerPos); *ft = playerRenderPos; } } } } }); // NPC death callback (online mode) - play death animation gameHandler->setNpcDeathCallback([this](uint64_t 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) { 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(); uiManager->getCharacterCreateScreen().initializePreview(assetManager.get()); setState(AppState::CHARACTER_CREATION); }); // "Back" button on character screen uiManager->getCharacterScreen().setOnBack([this]() { 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)) + ")."); } }); } 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()) { 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::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"); 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, 1); uint32_t sexId = charSectionsDbc->getUInt32(r, 2); uint32_t baseSection = charSectionsDbc->getUInt32(r, 3); uint32_t variationIndex = charSectionsDbc->getUInt32(r, 8); uint32_t colorIndex = charSectionsDbc->getUInt32(r, 9); if (raceId != targetRaceId || sexId != targetSexId) continue; // Section 0 = skin: match by colorIndex = skin byte if (baseSection == 0 && !foundSkin && colorIndex == charSkinId) { std::string tex1 = charSectionsDbc->getString(r, 4); 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, 4); if (!hairTexturePath.empty()) { foundHair = true; LOG_INFO(" DBC hair texture: ", hairTexturePath, " (style=", (int)charHairStyleId, " color=", (int)charHairColorId, ")"); } } // Section 1 = face lower: match variation=faceId else if (baseSection == 1 && !foundFaceLower && variationIndex == charFaceId && colorIndex == charSkinId) { std::string tex1 = charSectionsDbc->getString(r, 4); if (!tex1.empty()) { faceLowerTexturePath = tex1; foundFaceLower = true; LOG_INFO(" DBC face texture: ", faceLowerTexturePath); } } // Section 4 = underwear else if (baseSection == 4 && !foundUnderwear && colorIndex == charSkinId) { for (int f = 4; f <= 6; f++) { std::string tex = charSectionsDbc->getString(r, f); if (!tex.empty()) { underwearPaths.push_back(tex); LOG_INFO(" DBC underwear texture: ", tex); } } foundUnderwear = true; } 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->readFile(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 bodySkinPath_ = bodySkinPath; underwearPaths_ = underwearPaths; // Composite body skin + underwear overlays if (!underwearPaths.empty()) { std::vector layers; layers.push_back(bodySkinPath); for (const auto& up : underwearPaths) { layers.push_back(up); } GLuint compositeTex = charRenderer->compositeTextures(layers); if (compositeTex != 0) { for (size_t ti = 0; ti < model.textures.size(); ti++) { if (model.textures[ti].type == 1) { charRenderer->setModelTexture(1, static_cast(ti), compositeTex); skinTextureSlotIndex_ = static_cast(ti); LOG_INFO("Replaced type-1 texture slot ", ti, " with composited body+underwear"); break; } } } } // 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 naked human male // Use actual submesh IDs from the model (logged at load time) std::unordered_set activeGeosets; // Body parts (group 0: IDs 0-99) - humanoid models may have many body submeshes for (uint16_t i = 0; i < 100; i++) { activeGeosets.insert(i); } // Equipment groups: "01" = bare skin, "02" = first equipped variant activeGeosets.insert(101); // Hair style 1 activeGeosets.insert(201); // Facial hair: none activeGeosets.insert(301); // Gloves: bare hands activeGeosets.insert(401); // Boots: bare feet activeGeosets.insert(501); // Chest: bare activeGeosets.insert(701); // Ears: default activeGeosets.insert(1301); // Trousers: bare legs activeGeosets.insert(1501); // Back body (cloak=none) // 1703 = DK eye glow mesh — skip for normal characters // Normal eyes are part of the face texture on the body mesh charRenderer->setActiveGeosets(instanceId, activeGeosets); // Play idle animation (Stand = animation ID 0) charRenderer->playAnimation(instanceId, 0, true); LOG_INFO("Spawned player character at (", static_cast(spawnPos.x), ", ", static_cast(spawnPos.y), ", ", static_cast(spawnPos.z), ")"); playerCharacterSpawned = true; // Set up camera controller for first-person player hiding if (renderer->getCameraController()) { renderer->getCameraController()->setCharacterRenderer(charRenderer, instanceId); } // Load equipped weapons (sword + shield) loadEquippedWeapons(); } } void Application::loadEquippedWeapons() { if (!renderer || !renderer->getCharacterRenderer() || !assetManager || !assetManager->isInitialized()) return; if (!gameHandler) return; auto* charRenderer = renderer->getCharacterRenderer(); uint32_t charInstanceId = renderer->getCharacterInstanceId(); if (charInstanceId == 0) return; auto& inventory = gameHandler->getInventory(); // Load ItemDisplayInfo.dbc auto displayInfoDbc = assetManager->loadDBC("ItemDisplayInfo.dbc"); if (!displayInfoDbc) { LOG_WARNING("loadEquippedWeapons: failed to load ItemDisplayInfo.dbc"); return; } // Mapping: EquipSlot → attachment ID (1=RightHand, 2=LeftHand) struct WeaponSlot { game::EquipSlot slot; uint32_t attachmentId; }; WeaponSlot weaponSlots[] = { { game::EquipSlot::MAIN_HAND, 1 }, { game::EquipSlot::OFF_HAND, 2 }, }; for (const auto& ws : weaponSlots) { const auto& equipSlot = inventory.getEquipSlot(ws.slot); // If slot is empty or has no displayInfoId, detach any existing weapon if (equipSlot.empty() || equipSlot.item.displayInfoId == 0) { charRenderer->detachWeapon(charInstanceId, ws.attachmentId); continue; } uint32_t displayInfoId = equipSlot.item.displayInfoId; int32_t recIdx = displayInfoDbc->findRecordById(displayInfoId); if (recIdx < 0) { LOG_WARNING("loadEquippedWeapons: displayInfoId ", displayInfoId, " not found in DBC"); charRenderer->detachWeapon(charInstanceId, ws.attachmentId); continue; } // DBC field 1 = modelName_1 (e.g. "Sword_1H_Short_A_02.mdx") std::string modelName = displayInfoDbc->getString(static_cast(recIdx), 1); // DBC field 3 = modelTexture_1 (e.g. "Sword_1H_Short_A_02Rusty") std::string textureName = displayInfoDbc->getString(static_cast(recIdx), 3); if (modelName.empty()) { LOG_WARNING("loadEquippedWeapons: empty model name for displayInfoId ", displayInfoId); charRenderer->detachWeapon(charInstanceId, ws.attachmentId); continue; } // Convert .mdx → .m2 std::string modelFile = modelName; { size_t dotPos = modelFile.rfind('.'); if (dotPos != std::string::npos) { modelFile = modelFile.substr(0, dotPos) + ".m2"; } else { modelFile += ".m2"; } } // Try Weapon directory first, then Shield std::string m2Path = "Item\\ObjectComponents\\Weapon\\" + modelFile; auto m2Data = assetManager->readFile(m2Path); if (m2Data.empty()) { m2Path = "Item\\ObjectComponents\\Shield\\" + modelFile; m2Data = assetManager->readFile(m2Path); } if (m2Data.empty()) { LOG_WARNING("loadEquippedWeapons: failed to read ", modelFile); charRenderer->detachWeapon(charInstanceId, ws.attachmentId); continue; } auto weaponModel = pipeline::M2Loader::load(m2Data); // Load skin file std::string skinFile = modelFile; { size_t dotPos = skinFile.rfind('.'); if (dotPos != std::string::npos) { skinFile = skinFile.substr(0, dotPos) + "00.skin"; } } // Try same directory as m2 std::string skinDir = m2Path.substr(0, m2Path.rfind('\\') + 1); auto skinData = assetManager->readFile(skinDir + skinFile); if (!skinData.empty()) { pipeline::M2Loader::loadSkin(skinData, weaponModel); } if (!weaponModel.isValid()) { LOG_WARNING("loadEquippedWeapons: invalid weapon model from ", m2Path); charRenderer->detachWeapon(charInstanceId, ws.attachmentId); continue; } // Build texture path std::string texturePath; if (!textureName.empty()) { texturePath = "Item\\ObjectComponents\\Weapon\\" + textureName + ".blp"; if (!assetManager->fileExists(texturePath)) { texturePath = "Item\\ObjectComponents\\Shield\\" + textureName + ".blp"; } } uint32_t weaponModelId = nextWeaponModelId_++; bool ok = charRenderer->attachWeapon(charInstanceId, ws.attachmentId, weaponModel, weaponModelId, texturePath); if (ok) { LOG_INFO("Equipped weapon: ", m2Path, " at attachment ", ws.attachmentId); } } } void Application::spawnNpcs() { if (npcsSpawned) return; LOG_INFO("spawnNpcs: checking preconditions..."); if (!assetManager || !assetManager->isInitialized()) { LOG_INFO("spawnNpcs: assetManager not ready"); return; } if (!renderer || !renderer->getCharacterRenderer() || !renderer->getCamera()) { LOG_INFO("spawnNpcs: renderer not ready"); return; } if (!gameHandler) { LOG_INFO("spawnNpcs: gameHandler not ready"); return; } LOG_INFO("spawnNpcs: spawning NPCs..."); if (npcManager) { npcManager->clear(renderer->getCharacterRenderer(), &gameHandler->getEntityManager()); } npcManager = std::make_unique(); glm::vec3 playerSpawnGL = renderer->getCharacterPosition(); glm::vec3 playerCanonical = core::coords::renderToCanonical(playerSpawnGL); LOG_INFO("spawnNpcs: player position GL=(", playerSpawnGL.x, ",", playerSpawnGL.y, ",", playerSpawnGL.z, ") canonical=(", playerCanonical.x, ",", playerCanonical.y, ",", playerCanonical.z, ")"); std::string mapName = "Azeroth"; if (auto* minimap = renderer->getMinimap()) { mapName = minimap->getMapName(); } npcManager->initialize(assetManager.get(), renderer->getCharacterRenderer(), gameHandler->getEntityManager(), mapName, playerCanonical, renderer->getTerrainManager()); // If the player WoW position hasn't been set by the server yet (offline mode), // derive it from the camera so targeting distance calculations work. const auto& movement = gameHandler->getMovementInfo(); if (movement.x == 0.0f && movement.y == 0.0f && movement.z == 0.0f) { glm::vec3 canonical = playerCanonical; gameHandler->setPosition(canonical.x, canonical.y, canonical.z); } // Set NPC animation callbacks (works for both single-player and online creatures) if (gameHandler && npcManager) { auto* npcMgr = npcManager.get(); auto* cr = renderer->getCharacterRenderer(); auto* app = this; gameHandler->setNpcDeathCallback([npcMgr, cr, app](uint64_t guid) { uint32_t instanceId = npcMgr->findRenderInstanceId(guid); if (instanceId == 0) { auto it = app->creatureInstances_.find(guid); if (it != app->creatureInstances_.end()) instanceId = it->second; } if (instanceId != 0 && cr) { cr->playAnimation(instanceId, 1, false); // animation ID 1 = Death } }); gameHandler->setNpcRespawnCallback([npcMgr, cr, app](uint64_t guid) { uint32_t instanceId = npcMgr->findRenderInstanceId(guid); if (instanceId == 0) { auto it = app->creatureInstances_.find(guid); if (it != app->creatureInstances_.end()) instanceId = it->second; } if (instanceId != 0 && cr) { cr->playAnimation(instanceId, 0, true); // animation ID 0 = Idle } }); gameHandler->setNpcSwingCallback([npcMgr, cr, app](uint64_t guid) { uint32_t instanceId = npcMgr->findRenderInstanceId(guid); if (instanceId == 0) { auto it = app->creatureInstances_.find(guid); if (it != app->creatureInstances_.end()) instanceId = it->second; } if (instanceId != 0 && cr) { cr->playAnimation(instanceId, 16, false); // animation ID 16 = Attack1 } }); } npcsSpawned = true; LOG_INFO("NPCs spawned for in-game session"); } 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 std::unordered_set hostileParentFactions; if (fDbc && fDbc->isLoaded()) { for (uint32_t i = 0; i < fDbc->getRecordCount(); i++) { uint32_t factionId = fDbc->getUInt32(i, 0); for (int slot = 0; slot < 4; slot++) { uint32_t raceMask = fDbc->getUInt32(i, 2 + slot); // ReputationRaceMask[4] at fields 2-5 if (raceMask & playerRaceMask) { int32_t baseRep = fDbc->getInt32(i, 10 + slot); // ReputationBase[4] at fields 10-13 if (baseRep < 0) { hostileParentFactions.insert(factionId); } break; } } } LOG_INFO("Faction.dbc: ", hostileParentFactions.size(), " factions hostile to race ", (int)playerRace); } // Get player faction template data 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, 0) == playerFtId) { playerFriendGroup = ftDbc->getUInt32(i, 4) | ftDbc->getUInt32(i, 3); playerEnemyGroup = ftDbc->getUInt32(i, 5); playerFactionId = ftDbc->getUInt32(i, 1); 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, 0); uint32_t parentFaction = ftDbc->getUInt32(i, 1); uint32_t factionGroup = ftDbc->getUInt32(i, 3); uint32_t friendGroup = ftDbc->getUInt32(i, 4); uint32_t enemyGroup = ftDbc->getUInt32(i, 5); // 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 (fields 6-9) if (!hostile && playerFactionId > 0) { for (int e = 6; e <= 9; 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); std::string mapName = mapIdToName(mapId); 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); } 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) { if (!playerCharacterSpawned) { playerRace_ = activeChar->race; playerGender_ = activeChar->gender; playerClass_ = activeChar->characterClass; spawnSnapToGround = false; 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 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()) { for (uint32_t i = 0; i < cdi->getRecordCount(); i++) { CreatureDisplayData data; data.modelId = cdi->getUInt32(i, 1); data.extraDisplayId = cdi->getUInt32(i, 3); data.skin1 = cdi->getString(i, 6); data.skin2 = cdi->getString(i, 7); data.skin3 = cdi->getString(i, 8); displayDataMap_[cdi->getUInt32(i, 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 // Col 8-18: Item display IDs (equipment slots) // Col 19: Flags // Col 20: BakeName (pre-baked texture path) if (auto cdie = assetManager->loadDBC("CreatureDisplayInfoExtra.dbc"); cdie && cdie->isLoaded()) { uint32_t withBakeName = 0; for (uint32_t i = 0; i < cdie->getRecordCount(); i++) { HumanoidDisplayExtra extra; extra.raceId = static_cast(cdie->getUInt32(i, 1)); extra.sexId = static_cast(cdie->getUInt32(i, 2)); extra.skinId = static_cast(cdie->getUInt32(i, 3)); extra.faceId = static_cast(cdie->getUInt32(i, 4)); extra.hairStyleId = static_cast(cdie->getUInt32(i, 5)); extra.hairColorId = static_cast(cdie->getUInt32(i, 6)); extra.facialHairId = static_cast(cdie->getUInt32(i, 7)); // Equipment display IDs (columns 8-18) for (int eq = 0; eq < 11; eq++) { extra.equipDisplayId[eq] = cdie->getUInt32(i, 8 + eq); } extra.bakeName = cdie->getString(i, 20); if (!extra.bakeName.empty()) withBakeName++; humanoidExtraMap_[cdie->getUInt32(i, 0)] = extra; } LOG_INFO("Loaded ", humanoidExtraMap_.size(), " humanoid display extra entries (", withBakeName, " with baked textures)"); } // CreatureModelData.dbc: modelId (col 0) → modelPath (col 2, .mdx → .m2) if (auto cmd = assetManager->loadDBC("CreatureModelData.dbc"); cmd && cmd->isLoaded()) { for (uint32_t i = 0; i < cmd->getRecordCount(); i++) { std::string mdx = cmd->getString(i, 2); if (mdx.empty()) continue; // Convert .mdx to .m2 if (mdx.size() >= 4) { mdx = mdx.substr(0, mdx.size() - 4) + ".m2"; } modelIdToPath_[cmd->getUInt32(i, 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); uint32_t modelId = 0; for (const auto& [mid, path] : modelIdToPath_) { if (normalizePath(path) == target) { modelId = mid; break; } } if (modelId == 0) return 0; uint32_t bestDisplayId = 0; int bestScore = -1; for (const auto& [dispId, data] : displayDataMap_) { if (data.modelId != modelId) 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()) { for (uint32_t i = 0; i < chg->getRecordCount(); i++) { uint32_t raceId = chg->getUInt32(i, 1); uint32_t sexId = chg->getUInt32(i, 2); uint32_t variation = chg->getUInt32(i, 3); uint32_t geosetId = chg->getUInt32(i, 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()) { for (uint32_t i = 0; i < cfh->getRecordCount(); i++) { uint32_t raceId = cfh->getUInt32(i, 0); uint32_t sexId = cfh->getUInt32(i, 1); uint32_t variation = cfh->getUInt32(i, 2); uint32_t key = (raceId << 16) | (sexId << 8) | variation; FacialHairGeosets fhg; fhg.geoset100 = static_cast(cfh->getUInt32(i, 3)); fhg.geoset300 = static_cast(cfh->getUInt32(i, 4)); fhg.geoset200 = static_cast(cfh->getUInt32(i, 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"; return ""; } auto itPath = modelIdToPath_.find(itData->second.modelId); if (itPath == modelIdToPath_.end()) 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()) { for (uint32_t i = 0; i < godi->getRecordCount(); i++) { uint32_t displayId = godi->getUInt32(i, 0); std::string modelName = godi->getString(i, 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 it = creatureInstances_.find(guid); if (it != creatureInstances_.end()) instanceId = it->second; } if (instanceId == 0 && npcManager) { instanceId = npcManager->findRenderInstanceId(guid); } 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; } 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 std::string skinPath = m2Path.substr(0, m2Path.size() - 3) + "00.skin"; auto skinData = assetManager->readFile(skinPath); if (!skinData.empty()) { 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->readFile(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]); // Use baked texture for body skin only (types 1, 2) // Type 6 (hair) needs its own texture from CharSections.dbc if (!extra.bakeName.empty()) { std::string bakePath = "Textures\\BakedNpcTextures\\" + extra.bakeName; GLuint 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; if (texType == 1 || texType == 2) { 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"); } // Load hair texture from CharSections.dbc (section 3) auto charSectionsDbc = assetManager->loadDBC("CharSections.dbc"); if (charSectionsDbc) { 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, 1); uint32_t sexId = charSectionsDbc->getUInt32(r, 2); uint32_t section = charSectionsDbc->getUInt32(r, 3); uint32_t variation = charSectionsDbc->getUInt32(r, 8); uint32_t colorIdx = charSectionsDbc->getUInt32(r, 9); 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, 4); 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); } } } } } // Convert canonical → render coordinates glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z)); // 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; } // Set geosets for humanoid NPCs based on CreatureDisplayInfoExtra if (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) uint16_t geosetGloves = 301; // Bare hands uint16_t geosetBoots = 401; // Bare feet uint16_t geosetChest = 501; // Bare chest uint16_t geosetPants = 1301; // Bare legs uint16_t geosetCape = 1501; // No cape uint16_t geosetTabard = 1201; // No tabard // Load equipment geosets from ItemDisplayInfo.dbc // DBC columns: 7=GeosetGroup[0], 8=GeosetGroup[1], 9=GeosetGroup[2] auto itemDisplayDbc = assetManager->loadDBC("ItemDisplayInfo.dbc"); 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 // Helm (slot 0) - noted for helmet model attachment below // Chest (slot 3) - geoset group 5xx if (extra.equipDisplayId[3] != 0) { int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[3]); if (idx >= 0) { uint32_t gg = itemDisplayDbc->getUInt32(static_cast(idx), 7); if (gg > 0) geosetChest = static_cast(501 + gg); // Robes: GeosetGroup[2] > 0 shows kilt legs uint32_t gg3 = itemDisplayDbc->getUInt32(static_cast(idx), 9); if (gg3 > 0) geosetPants = static_cast(1301 + gg3); } } // Legs (slot 5) - geoset group 13xx if (extra.equipDisplayId[5] != 0) { int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[5]); if (idx >= 0) { uint32_t gg = itemDisplayDbc->getUInt32(static_cast(idx), 7); if (gg > 0) geosetPants = static_cast(1301 + gg); } } // Feet (slot 6) - geoset group 4xx if (extra.equipDisplayId[6] != 0) { int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[6]); if (idx >= 0) { uint32_t gg = itemDisplayDbc->getUInt32(static_cast(idx), 7); if (gg > 0) geosetBoots = static_cast(401 + gg); } } // Hands (slot 8) - geoset group 3xx if (extra.equipDisplayId[8] != 0) { int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[8]); if (idx >= 0) { uint32_t gg = itemDisplayDbc->getUInt32(static_cast(idx), 7); if (gg > 0) geosetGloves = static_cast(301 + gg); } } // Tabard (slot 9) - geoset group 12xx if (extra.equipDisplayId[9] != 0) { int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[9]); if (idx >= 0) { geosetTabard = 1202; // Show tabard mesh } } // Cape (slot 10) - geoset group 15xx if (extra.equipDisplayId[10] != 0) { int32_t idx = itemDisplayDbc->findRecordById(extra.equipDisplayId[10]); if (idx >= 0) { geosetCape = 1502; // Show cloak mesh } } } // Apply equipment geosets activeGeosets.insert(geosetGloves); activeGeosets.insert(geosetBoots); activeGeosets.insert(geosetChest); activeGeosets.insert(geosetPants); activeGeosets.insert(geosetCape); activeGeosets.insert(geosetTabard); activeGeosets.insert(701); // Ears: default // 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, " chest=", geosetChest, " 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 (col 1 = LeftModel) std::string helmModelName = itemDisplayDbc->getString(static_cast(helmIdx), 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 std::string skinPath = helmPath.substr(0, helmPath.size() - 3) + "00.skin"; auto skinData = assetManager->readFile(skinPath); if (!skinData.empty()) { pipeline::M2Loader::loadSkin(skinData, helmModel); } if (helmModel.isValid()) { // Attachment point 11 = Head uint32_t helmModelId = nextCreatureModelId_++; // Get texture from ItemDisplayInfo (col 3 = LeftModelTexture) std::string helmTexName = itemDisplayDbc->getString(static_cast(helmIdx), 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); } } } } } } } // Play idle animation and fade in charRenderer->playAnimation(instanceId, 0, true); charRenderer->startFadeIn(instanceId, 0.5f); // Track instance creatureInstances_[guid] = instanceId; creatureModelIds_[guid] = modelId; LOG_INFO("Spawned creature: guid=0x", std::hex, guid, std::dec, " displayId=", displayId, " at (", x, ", ", y, ", ", z, ")"); } void Application::spawnOnlineGameObject(uint64_t guid, 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_INFO("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()) wr->setInstancePosition(info.instanceId, renderPos); } else { if (auto* mr = renderer->getM2Renderer()) mr->setInstancePosition(info.instanceId, renderPos); } } return; } std::string 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_INFO("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_INFO("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_INFO("Spawned gameobject WMO: guid=0x", std::hex, guid, std::dec, " displayId=", displayId, " at (", x, ", ", y, ", ", z, ")"); 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()) { 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_INFO("Spawned gameobject: guid=0x", std::hex, guid, std::dec, " displayId=", displayId, " at (", x, ", ", y, ", ", z, ")"); } void Application::processCreatureSpawnQueue() { if (pendingCreatureSpawns_.empty()) return; int spawned = 0; while (!pendingCreatureSpawns_.empty() && spawned < MAX_SPAWNS_PER_FRAME) { auto& s = pendingCreatureSpawns_.front(); spawnOnlineCreature(s.guid, s.displayId, s.x, s.y, s.z, s.orientation); pendingCreatureSpawns_.erase(pendingCreatureSpawns_.begin()); spawned++; } } 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.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; bool modelCached = false; auto cacheIt = displayIdModelCache_.find(mountDisplayId); if (cacheIt != displayIdModelCache_.end()) { modelId = cacheIt->second; modelCached = true; } 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 std::string skinPath = m2Path.substr(0, m2Path.size() - 3) + "00.skin"; auto skinData = assetManager->readFile(skinPath); if (!skinData.empty()) { 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->readFile(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 if (!modelCached) { auto itDisplayData = displayDataMap_.find(mountDisplayId); if (itDisplayData != displayDataMap_.end()) { CreatureDisplayData dispData = itDisplayData->second; // 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 modelId = dispData.modelId; int bestScore = -1; for (const auto& [dispId, data] : displayDataMap_) { if (data.modelId != modelId) 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; dispData = data; } } LOG_INFO("Mount skin fallback for displayId=", mountDisplayId, " modelId=", modelId, " skin1='", dispData.skin1, "' skin2='", dispData.skin2, "' skin3='", dispData.skin3, "'"); } const auto* md = charRenderer->getModelData(modelId); if (md) { std::string modelDir; size_t lastSlash = m2Path.find_last_of("\\/"); if (lastSlash != std::string::npos) { modelDir = m2Path.substr(0, lastSlash + 1); } 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); replaced++; } } } // Some mounts (gryphon/wyvern) use empty model textures; force skin1 onto slot 0. if (replaced == 0 && !dispData.skin1.empty() && !md->textures.empty()) { std::string texPath = modelDir + dispData.skin1 + ".blp"; GLuint skinTex = charRenderer->loadTexture(texPath); if (skinTex != 0) { charRenderer->setModelTexture(modelId, 0, skinTex); LOG_INFO("Forced mount skin1 texture on slot 0: ", texPath); } } else if (replaced == 0 && !md->textures.empty() && !md->textures[0].filename.empty()) { // Last-resort: use the model's first texture filename if it exists. GLuint texId = charRenderer->loadTexture(md->textures[0].filename); if (texId != 0) { charRenderer->setModelTexture(modelId, 0, texId); LOG_INFO("Forced mount model texture on slot 0: ", md->textures[0].filename); } } } } } 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); charRenderer->playAnimation(instanceId, 0, true); LOG_INFO("processPendingMount: DONE displayId=", mountDisplayId, " model=", m2Path, " heightOffset=", heightOffset); } void Application::despawnOnlineCreature(uint64_t 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_INFO("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_INFO("Despawned gameobject: guid=0x", std::hex, guid, std::dec); } void Application::loadQuestMarkerModels() { if (!assetManager || !renderer) return; auto* m2Renderer = renderer->getM2Renderer(); if (!m2Renderer) return; // Load quest giver marker (yellow ! - available quest) { std::string path = "Spells\\Quest\\QuestGiver.m2"; std::vector m2Data = assetManager->readFile(path); if (!m2Data.empty()) { pipeline::M2Model model = pipeline::M2Loader::load(m2Data); if (!model.vertices.empty()) { questExclamationModelId_ = 60000; // High ID to avoid collision if (m2Renderer->loadModel(model, questExclamationModelId_)) { LOG_INFO("Loaded quest marker: ", path); } else { LOG_WARNING("Failed to upload quest marker to GPU: ", path); } } else { LOG_WARNING("Failed to parse quest marker: ", path); } } else { LOG_WARNING("Failed to read quest marker: ", path); } } // Load quest turn-in marker (silver ? - completable quest) { std::string path = "Spells\\Quest\\QuestGiverTurnIn.m2"; std::vector m2Data = assetManager->readFile(path); if (!m2Data.empty()) { pipeline::M2Model model = pipeline::M2Loader::load(m2Data); if (!model.vertices.empty()) { questQuestionMarkModelId_ = 60001; if (m2Renderer->loadModel(model, questQuestionMarkModelId_)) { LOG_INFO("Loaded quest marker: ", path); } else { LOG_WARNING("Failed to upload quest marker to GPU: ", path); } } else { LOG_WARNING("Failed to parse quest marker: ", path); } } else { LOG_WARNING("Failed to read quest marker: ", path); } } } void Application::updateQuestMarkers() { if (!gameHandler || !renderer || questExclamationModelId_ == 0) { static bool logged = false; if (!logged) { LOG_INFO("updateQuestMarkers: skipped - gameHandler=", (gameHandler ? "yes" : "no"), " renderer=", (renderer ? "yes" : "no"), " questExclamationModelId=", questExclamationModelId_); logged = true; } return; } auto* m2Renderer = renderer->getM2Renderer(); if (!m2Renderer) return; const auto& questStatuses = gameHandler->getNpcQuestStatuses(); static int logCounter = 0; if (++logCounter % 300 == 0) { // Log every ~10 seconds at 30fps LOG_INFO("Quest markers: ", questStatuses.size(), " NPCs with status, ", questMarkerInstances_.size(), " markers active"); } // Remove markers for NPCs that no longer have quest status std::vector toRemove; for (const auto& [guid, instanceId] : questMarkerInstances_) { if (questStatuses.find(guid) == questStatuses.end()) { m2Renderer->removeInstance(instanceId); toRemove.push_back(guid); } } for (uint64_t guid : toRemove) { questMarkerInstances_.erase(guid); } // Update or create markers for NPCs with quest status for (const auto& [guid, status] : questStatuses) { // Determine which marker model to use uint32_t markerModelId = 0; bool shouldShow = false; using game::QuestGiverStatus; switch (status) { case QuestGiverStatus::AVAILABLE: case QuestGiverStatus::AVAILABLE_LOW: markerModelId = questExclamationModelId_; shouldShow = true; break; case QuestGiverStatus::REWARD: markerModelId = questQuestionMarkModelId_; shouldShow = true; break; case QuestGiverStatus::INCOMPLETE: // Gray ? - for now just use regular ? (could load yellow variant later) markerModelId = questQuestionMarkModelId_; shouldShow = false; // Don't show incomplete markers break; default: shouldShow = false; break; } // 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); // Offset marker above NPC head glm::vec3 boundsCenter; float boundsRadius = 0.0f; float heightOffset = 3.0f; if (getRenderBoundsForGuid(guid, boundsCenter, boundsRadius)) { heightOffset = boundsRadius * 2.0f + 1.0f; } renderPos.z += heightOffset; if (shouldShow && markerModelId != 0) { // Check if marker already exists auto it = questMarkerInstances_.find(guid); if (it != questMarkerInstances_.end()) { // Update existing marker position m2Renderer->setInstancePosition(it->second, renderPos); } else { // Create new marker instance (billboarded, no rotation needed) uint32_t instanceId = m2Renderer->createInstance( markerModelId, renderPos, glm::vec3(0.0f), 1.0f); questMarkerInstances_[guid] = instanceId; } } else { // Remove marker if it exists but shouldn't show auto it = questMarkerInstances_.find(guid); if (it != questMarkerInstances_.end()) { m2Renderer->removeInstance(it->second); questMarkerInstances_.erase(it); } } } } } // namespace core } // namespace wowee