#include "core/application.hpp" #include "core/coordinates.hpp" #include #include "core/spawn_presets.hpp" #include "core/logger.hpp" #include "rendering/renderer.hpp" #include "rendering/camera.hpp" #include "rendering/camera_controller.hpp" #include "rendering/terrain_renderer.hpp" #include "rendering/terrain_manager.hpp" #include "rendering/performance_hud.hpp" #include "rendering/water_renderer.hpp" #include "rendering/skybox.hpp" #include "rendering/celestial.hpp" #include "rendering/starfield.hpp" #include "rendering/clouds.hpp" #include "rendering/lens_flare.hpp" #include "rendering/weather.hpp" #include "rendering/character_renderer.hpp" #include "rendering/wmo_renderer.hpp" #include "rendering/minimap.hpp" #include "rendering/loading_screen.hpp" #include "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 namespace wowee { namespace core { namespace { const SpawnPreset* selectSpawnPreset(const char* envValue) { // Return nullptr if no preset specified - use saved character position if (!envValue || !*envValue) { return nullptr; } std::string key = envValue; std::transform(key.begin(), key.end(), key.begin(), [](unsigned char c) { return static_cast(std::tolower(c)); }); for (int i = 0; i < SPAWN_PRESET_COUNT; i++) { if (key == SPAWN_PRESETS[i].key) return &SPAWN_PRESETS[i]; } LOG_WARNING("Unknown WOW_SPAWN='", key, "', falling back to goldshire"); LOG_INFO("Available WOW_SPAWN presets: goldshire, stormwind, sw_plaza, ironforge, westfall"); return &SPAWN_PRESETS[0]; } } // namespace 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(spRace_, spGender_); } namespace { std::optional parseVec3Csv(const char* raw) { if (!raw || !*raw) return std::nullopt; std::stringstream ss(raw); std::string part; float vals[3]; for (int i = 0; i < 3; i++) { if (!std::getline(ss, part, ',')) return std::nullopt; try { vals[i] = std::stof(part); } catch (...) { return std::nullopt; } } return glm::vec3(vals[0], vals[1], vals[2]); } std::optional> parseYawPitchCsv(const char* raw) { if (!raw || !*raw) return std::nullopt; std::stringstream ss(raw); std::string part; float yaw = 0.0f, pitch = 0.0f; if (!std::getline(ss, part, ',')) return std::nullopt; try { yaw = std::stof(part); } catch (...) { return std::nullopt; } if (!std::getline(ss, part, ',')) return std::nullopt; try { pitch = std::stof(part); } catch (...) { return std::nullopt; } return std::make_pair(yaw, pitch); } } // namespace Application* Application::instance = nullptr; Application::Application() { instance = this; } Application::~Application() { shutdown(); instance = nullptr; } bool Application::initialize() { LOG_INFO("Initializing Wowee Native Client"); // Create window WindowConfig windowConfig; windowConfig.title = "Wowee"; windowConfig.width = 1280; windowConfig.height = 720; windowConfig.vsync = false; window = std::make_unique(windowConfig); if (!window->initialize()) { LOG_FATAL("Failed to initialize window"); return false; } // Create renderer renderer = std::make_unique(); if (!renderer->initialize(window.get())) { LOG_FATAL("Failed to initialize renderer"); return false; } // Create UI manager uiManager = std::make_unique(); if (!uiManager->initialize(window.get())) { LOG_FATAL("Failed to initialize UI manager"); return false; } // Create subsystems authHandler = std::make_unique(); gameHandler = std::make_unique(); world = std::make_unique(); // Create asset manager assetManager = std::make_unique(); // Try to get WoW data path from environment variable const char* dataPathEnv = std::getenv("WOW_DATA_PATH"); std::string dataPath = dataPathEnv ? dataPathEnv : "./Data"; LOG_INFO("Attempting to load WoW assets from: ", dataPath); if (assetManager->initialize(dataPath)) { LOG_INFO("Asset manager initialized successfully"); // 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"); // Terrain and character are loaded via startSinglePlayer() when the user // picks single-player mode, so nothing is preloaded here. auto lastTime = std::chrono::high_resolution_clock::now(); while (running && !window->shouldClose()) { // Calculate delta time auto currentTime = std::chrono::high_resolution_clock::now(); std::chrono::duration deltaTimeDuration = currentTime - lastTime; float deltaTime = deltaTimeDuration.count(); lastTime = currentTime; // Cap delta time to prevent large jumps if (deltaTime > 0.1f) { deltaTime = 0.1f; } // Poll events SDL_Event event; while (SDL_PollEvent(&event)) { // Pass event to UI manager first if (uiManager) { uiManager->processEvent(event); } // Pass mouse events to camera controller (skip when UI has mouse focus) if (renderer && renderer->getCameraController() && !ImGui::GetIO().WantCaptureMouse) { if (event.type == SDL_MOUSEMOTION) { renderer->getCameraController()->processMouseMotion(event.motion); } else if (event.type == SDL_MOUSEBUTTONDOWN || event.type == SDL_MOUSEBUTTONUP) { renderer->getCameraController()->processMouseButton(event.button); } else if (event.type == SDL_MOUSEWHEEL) { renderer->getCameraController()->processMouseWheel(static_cast(event.wheel.y)); } } // Handle window events if (event.type == SDL_QUIT) { window->setShouldClose(true); } else if (event.type == SDL_WINDOWEVENT) { if (event.window.event == SDL_WINDOWEVENT_RESIZED) { int newWidth = event.window.data1; int newHeight = event.window.data2; window->setSize(newWidth, newHeight); glViewport(0, 0, newWidth, newHeight); if (renderer && renderer->getCamera()) { renderer->getCamera()->setAspectRatio(static_cast(newWidth) / newHeight); } } } // Debug controls else if (event.type == SDL_KEYDOWN) { // Skip non-function-key input when UI (chat) has keyboard focus bool uiHasKeyboard = ImGui::GetIO().WantCaptureKeyboard; auto sc = event.key.keysym.scancode; bool isFKey = (sc >= SDL_SCANCODE_F1 && sc <= SDL_SCANCODE_F12); if (uiHasKeyboard && !isFKey) { continue; // Let ImGui handle the keystroke } // F1: Toggle performance HUD if (event.key.keysym.scancode == SDL_SCANCODE_F1) { if (renderer && renderer->getPerformanceHUD()) { renderer->getPerformanceHUD()->toggle(); bool enabled = renderer->getPerformanceHUD()->isEnabled(); LOG_INFO("Performance HUD: ", enabled ? "ON" : "OFF"); } } // 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"); } } // T: Toggle teleporter panel else if (event.key.keysym.scancode == SDL_SCANCODE_T) { if (state == AppState::IN_GAME && uiManager) { uiManager->getGameScreen().toggleTeleporter(); } } } } // Update input Input::getInstance().update(); // 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 && !singlePlayerMode) { gameHandler->sendMovement(static_cast(opcode)); } }); // Keep player locomotion WoW-like in both single-player and online modes. cc->setUseWoWSpeed(true); } if (gameHandler) { gameHandler->setMeleeSwingCallback([this]() { if (renderer) { renderer->triggerMeleeSwing(); } }); } break; case AppState::DISCONNECTED: // Back to auth break; } } void Application::logoutToLogin() { LOG_INFO("Logout requested"); if (gameHandler) { gameHandler->disconnect(); gameHandler->setSinglePlayerMode(false); } singlePlayerMode = false; npcsSpawned = false; world.reset(); if (renderer) { 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/update local single-player NPCs. if (!npcsSpawned && singlePlayerMode) { spawnNpcs(); } // Process deferred online creature spawns (throttled) processCreatureSpawnQueue(); if (npcManager && renderer && renderer->getCharacterRenderer()) { npcManager->update(deltaTime, renderer->getCharacterRenderer()); } // Sync character render position → canonical WoW coords each frame if (renderer && gameHandler) { glm::vec3 renderPos = renderer->getCharacterPosition(); glm::vec3 canonical = core::coords::renderToCanonical(renderPos); gameHandler->setPosition(canonical.x, canonical.y, canonical.z); // Sync orientation: camera yaw (degrees) → WoW orientation (radians) float yawDeg = renderer->getCharacterYaw(); float wowOrientation = glm::radians(yawDeg - 90.0f); gameHandler->setOrientation(wowOrientation); } // Send movement heartbeat every 500ms (keeps server position in sync) if (gameHandler && renderer && !singlePlayerMode) { 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); }); // Single-player mode callback — go to character creation first uiManager->getAuthScreen().setOnSinglePlayer([this]() { LOG_INFO("Single-player mode selected, opening character creation"); singlePlayerMode = true; if (gameHandler) { gameHandler->setSinglePlayerMode(true); gameHandler->setSinglePlayerCharListReady(); } // If characters exist, go to selection; otherwise go to creation if (gameHandler && !gameHandler->getCharacters().empty()) { setState(AppState::CHARACTER_SELECTION); } else { uiManager->getCharacterCreateScreen().reset(); uiManager->getCharacterCreateScreen().initializePreview(assetManager.get()); setState(AppState::CHARACTER_CREATION); } }); // 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); } if (singlePlayerMode) { startSinglePlayer(); } else { // 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) { gameHandler->createCharacter(data); }); uiManager->getCharacterCreateScreen().setOnCancel([this]() { if (singlePlayerMode) { setState(AppState::AUTHENTICATION); singlePlayerMode = false; gameHandler->setSinglePlayerMode(false); } else { setState(AppState::CHARACTER_SELECTION); } }); // Character create result callback gameHandler->setCharCreateCallback([this](bool success, const std::string& msg) { if (success) { if (singlePlayerMode) { // In single-player, go straight to character selection showing the new character setState(AppState::CHARACTER_SELECTION); } else { setState(AppState::CHARACTER_SELECTION); } } else { uiManager->getCharacterCreateScreen().setStatus(msg, true); } }); // World entry callback (online mode) - load terrain when entering world gameHandler->setWorldEntryCallback([this](uint32_t mapId, float x, float y, float z) { LOG_INFO("Online world entry: mapId=", mapId, " pos=(", x, ", ", y, ", ", z, ")"); loadOnlineWorldTerrain(mapId, 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); }); // 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); } }); // 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 } }); // "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]() { if (singlePlayerMode) { setState(AppState::AUTHENTICATION); singlePlayerMode = false; gameHandler->setSinglePlayerMode(false); } else { 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 if (singlePlayerMode) { gameHandler->setSinglePlayerCharListReady(); } else { 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(spRace_); uint32_t targetSexId = (spGender_ == game::Gender::FEMALE) ? 1u : 0u; // Race name for fallback texture paths const char* raceFolderName = "Human"; switch (spRace_) { 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 = (spGender_ == 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++) { LOG_INFO(" Anim[", i, "]: id=", model.sequences[i].id, " duration=", model.sequences[i].duration, "ms", " speed=", model.sequences[i].movingSpeed); } } } } // Fallback: create a simple cube if MPQ not available if (!loaded) { pipeline::M2Model testModel; float size = 2.0f; glm::vec3 cubePos[] = { {-size, -size, -size}, { size, -size, -size}, { size, size, -size}, {-size, size, -size}, {-size, -size, size}, { size, -size, size}, { size, size, size}, {-size, size, size} }; for (const auto& pos : cubePos) { pipeline::M2Vertex v; v.position = pos; v.normal = glm::normalize(pos); v.texCoords[0] = glm::vec2(0.0f); v.boneWeights[0] = 255; v.boneWeights[1] = v.boneWeights[2] = v.boneWeights[3] = 0; v.boneIndices[0] = 0; v.boneIndices[1] = v.boneIndices[2] = v.boneIndices[3] = 0; testModel.vertices.push_back(v); } uint16_t cubeIndices[] = { 0,1,2, 0,2,3, 4,6,5, 4,7,6, 0,4,5, 0,5,1, 2,6,7, 2,7,3, 0,3,7, 0,7,4, 1,5,6, 1,6,2 }; for (uint16_t idx : cubeIndices) testModel.indices.push_back(idx); pipeline::M2Bone bone; bone.keyBoneId = -1; bone.flags = 0; bone.parentBone = -1; bone.submeshId = 0; bone.pivot = glm::vec3(0.0f); testModel.bones.push_back(bone); pipeline::M2Sequence seq{}; seq.id = 0; seq.duration = 1000; testModel.sequences.push_back(seq); testModel.name = "TestCube"; testModel.globalFlags = 0; charRenderer->loadModel(testModel, 1); LOG_INFO("Loaded fallback cube model (no MPQ data)"); } // Spawn character at the camera controller's default position (matches hearthstone). // Most presets snap to floor; explicit WMO-floor presets keep their authored Z. auto* camCtrl = renderer->getCameraController(); glm::vec3 spawnPos = camCtrl ? camCtrl->getDefaultPosition() : (camera->getPosition() - glm::vec3(0.0f, 0.0f, 5.0f)); if (spawnSnapToGround && renderer->getTerrainManager()) { auto terrainH = renderer->getTerrainManager()->getHeightAt(spawnPos.x, spawnPos.y); if (terrainH) { spawnPos.z = *terrainH + 0.1f; } } uint32_t instanceId = charRenderer->createInstance(1, spawnPos, glm::vec3(0.0f), 1.0f); // Scale 1.0 = normal WoW character size if (instanceId > 0) { // Set up third-person follow renderer->getCharacterPosition() = spawnPos; renderer->setCharacterFollow(instanceId); // Default geosets for naked human male // Use actual submesh IDs from the model (logged at load time) std::unordered_set activeGeosets; // Body parts (group 0: IDs 0-99) - 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; if (!assetManager || !assetManager->isInitialized()) return; if (!renderer || !renderer->getCharacterRenderer() || !renderer->getCamera()) return; if (!gameHandler) return; if (npcManager) { npcManager->clear(renderer->getCharacterRenderer(), &gameHandler->getEntityManager()); } npcManager = std::make_unique(); glm::vec3 playerSpawnGL = renderer->getCharacterPosition(); glm::vec3 playerCanonical = core::coords::renderToCanonical(playerSpawnGL); std::string mapName = "Azeroth"; if (auto* minimap = renderer->getMinimap()) { mapName = minimap->getMapName(); } npcManager->initialize(assetManager.get(), renderer->getCharacterRenderer(), gameHandler->getEntityManager(), mapName, playerCanonical, renderer->getTerrainManager()); // If the player WoW position hasn't been set by the server yet (offline mode), // derive it from the camera so targeting distance calculations work. const auto& movement = gameHandler->getMovementInfo(); if (movement.x == 0.0f && movement.y == 0.0f && movement.z == 0.0f) { glm::vec3 canonical = playerCanonical; gameHandler->setPosition(canonical.x, canonical.y, canonical.z); } // Set NPC 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::startSinglePlayer() { LOG_INFO("Starting single-player mode..."); // Set single-player flag singlePlayerMode = true; // Enable single-player combat mode on game handler if (gameHandler) { gameHandler->setSinglePlayerMode(true); } // Create world object for single-player if (!world) { world = std::make_unique(); LOG_INFO("Single-player world created"); } const game::Character* activeChar = gameHandler ? gameHandler->getActiveCharacter() : nullptr; if (!activeChar && gameHandler) { activeChar = gameHandler->getFirstCharacter(); if (activeChar) { gameHandler->setActiveCharacterGuid(activeChar->guid); } } if (!activeChar) { LOG_ERROR("Single-player start: no character selected"); return; } spRace_ = activeChar->race; spGender_ = activeChar->gender; spClass_ = activeChar->characterClass; spMapId_ = activeChar->mapId; spZoneId_ = activeChar->zoneId; spSpawnCanonical_ = glm::vec3(activeChar->x, activeChar->y, activeChar->z); spYawDeg_ = 0.0f; spPitchDeg_ = -5.0f; bool loadedState = false; if (gameHandler) { gameHandler->setPlayerGuid(activeChar->guid); loadedState = gameHandler->loadSinglePlayerCharacterState(activeChar->guid); if (loadedState) { const auto& movement = gameHandler->getMovementInfo(); spSpawnCanonical_ = glm::vec3(movement.x, movement.y, movement.z); spYawDeg_ = glm::degrees(movement.orientation); spawnSnapToGround = true; } else { game::GameHandler::SinglePlayerCreateInfo createInfo; bool hasCreate = gameHandler->getSinglePlayerCreateInfo(activeChar->race, activeChar->characterClass, createInfo); if (hasCreate) { spMapId_ = createInfo.mapId; spZoneId_ = createInfo.zoneId; spSpawnCanonical_ = glm::vec3(createInfo.x, createInfo.y, createInfo.z); spYawDeg_ = glm::degrees(createInfo.orientation); spPitchDeg_ = -5.0f; spawnSnapToGround = true; } uint32_t level = std::max(1, activeChar->level); uint32_t maxHealth = 20 + level * 10; gameHandler->initLocalPlayerStats(level, maxHealth, maxHealth); gameHandler->applySinglePlayerStartData(activeChar->race, activeChar->characterClass); } } if (gameHandler && renderer && window) { game::GameHandler::SinglePlayerSettings settings; bool hasSettings = gameHandler->getSinglePlayerSettings(settings); if (!hasSettings) { settings.fullscreen = window->isFullscreen(); settings.vsync = window->isVsyncEnabled(); settings.shadows = renderer->areShadowsEnabled(); settings.resWidth = window->getWidth(); settings.resHeight = window->getHeight(); if (auto* music = renderer->getMusicManager()) { settings.musicVolume = music->getVolume(); } if (auto* footstep = renderer->getFootstepManager()) { settings.sfxVolume = static_cast(footstep->getVolumeScale() * 100.0f + 0.5f); } if (auto* cameraController = renderer->getCameraController()) { settings.mouseSensitivity = cameraController->getMouseSensitivity(); settings.invertMouse = cameraController->isInvertMouse(); } gameHandler->setSinglePlayerSettings(settings); hasSettings = true; } if (hasSettings) { window->setVsync(settings.vsync); window->setFullscreen(settings.fullscreen); if (settings.resWidth > 0 && settings.resHeight > 0) { window->applyResolution(settings.resWidth, settings.resHeight); } renderer->setShadowsEnabled(settings.shadows); if (auto* music = renderer->getMusicManager()) { music->setVolume(settings.musicVolume); } float sfxScale = static_cast(settings.sfxVolume) / 100.0f; if (auto* footstep = renderer->getFootstepManager()) { footstep->setVolumeScale(sfxScale); } if (auto* activity = renderer->getActivitySoundManager()) { activity->setVolumeScale(sfxScale); } if (auto* cameraController = renderer->getCameraController()) { cameraController->setMouseSensitivity(settings.mouseSensitivity); cameraController->setInvertMouse(settings.invertMouse); cameraController->startIntroPan(2.8f, 140.0f); } } } // --- Loading screen --- rendering::LoadingScreen loadingScreen; bool loadingScreenOk = loadingScreen.initialize(); // Helper: poll events (resize/quit), update progress bar, swap buffers auto showProgress = [&](const char* msg, float progress) { // Poll SDL events so resizing and quit work during loading 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("Preparing world...", 0.0f); const SpawnPreset* spawnPreset = selectSpawnPreset(std::getenv("WOW_SPAWN")); // Canonical WoW coords: +X=North, +Y=West, +Z=Up glm::vec3 spawnCanonical = spawnPreset ? spawnPreset->spawnCanonical : spSpawnCanonical_; std::string mapName = spawnPreset ? spawnPreset->mapName : mapIdToName(spMapId_); float spawnYaw = spawnPreset ? spawnPreset->yawDeg : spYawDeg_; float spawnPitch = spawnPreset ? spawnPreset->pitchDeg : spPitchDeg_; spawnSnapToGround = spawnPreset ? spawnPreset->snapToGround : spawnSnapToGround; if (auto envSpawnPos = parseVec3Csv(std::getenv("WOW_SPAWN_POS"))) { spawnCanonical = *envSpawnPos; LOG_INFO("Using WOW_SPAWN_POS override (canonical WoW X,Y,Z): (", spawnCanonical.x, ", ", spawnCanonical.y, ", ", spawnCanonical.z, ")"); } if (auto envSpawnRot = parseYawPitchCsv(std::getenv("WOW_SPAWN_ROT"))) { spawnYaw = envSpawnRot->first; spawnPitch = envSpawnRot->second; LOG_INFO("Using WOW_SPAWN_ROT override: yaw=", spawnYaw, " pitch=", spawnPitch); } // Convert canonical WoW → engine rendering coordinates (swap X/Y) glm::vec3 spawnRender = core::coords::canonicalToRender(spawnCanonical); if (renderer && renderer->getCameraController()) { renderer->getCameraController()->setDefaultSpawn(spawnRender, spawnYaw, spawnPitch); } if (gameHandler && !loadedState) { gameHandler->setPosition(spawnCanonical.x, spawnCanonical.y, spawnCanonical.z); gameHandler->setOrientation(glm::radians(spawnYaw - 90.0f)); gameHandler->flushSinglePlayerSave(); } if (spawnPreset) { LOG_INFO("Single-player spawn preset: ", spawnPreset->label, " canonical=(", spawnCanonical.x, ", ", spawnCanonical.y, ", ", spawnCanonical.z, ") (set WOW_SPAWN to change)"); LOG_INFO("Optional spawn overrides (canonical WoW X,Y,Z): WOW_SPAWN_POS=x,y,z WOW_SPAWN_ROT=yaw,pitch"); } showProgress("Loading character model...", 0.05f); // Spawn player character (loads M2 model, skin, textures, animations, weapons) spawnPlayerCharacter(); showProgress("Loading terrain...", 0.25f); // Set map name for zone-specific floor cache if (renderer->getWMORenderer()) { renderer->getWMORenderer()->setMapName(mapName); } // Try to load test terrain if WOW_DATA_PATH is set bool terrainOk = false; if (renderer && assetManager && assetManager->isInitialized()) { // Compute ADT path from canonical spawn coordinates auto [tileX, tileY] = core::coords::canonicalToTile(spawnCanonical.x, spawnCanonical.y); std::string adtPath = "World\\Maps\\" + mapName + "\\" + mapName + "_" + std::to_string(tileX) + "_" + std::to_string(tileY) + ".adt"; LOG_INFO("Initial ADT tile [", tileX, ",", tileY, "] from canonical position"); terrainOk = renderer->loadTestTerrain(assetManager.get(), adtPath); if (!terrainOk) { LOG_WARNING("Could not load test terrain - atmospheric rendering only"); } } showProgress("Streaming terrain tiles...", 0.40f); // Wait for surrounding terrain tiles to stream in if (terrainOk && renderer->getTerrainManager() && renderer->getCamera()) { auto* terrainMgr = renderer->getTerrainManager(); auto* camera = renderer->getCamera(); // First update with large dt to trigger streamTiles() immediately terrainMgr->update(*camera, 1.0f); auto startTime = std::chrono::high_resolution_clock::now(); const float maxWaitSeconds = 15.0f; int initialRemaining = terrainMgr->getRemainingTileCount(); while (terrainMgr->getRemainingTileCount() > 0) { // Poll events to keep window responsive SDL_Event event; while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { window->setShouldClose(true); loadingScreen.shutdown(); return; } 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); } } } // Process ready tiles from worker threads terrainMgr->update(*camera, 0.016f); terrainMgr->processAllReadyTiles(); // Update loading screen with tile progress (40% - 85% range) if (loadingScreenOk) { int loaded = terrainMgr->getLoadedTileCount(); int remaining = terrainMgr->getRemainingTileCount(); float tileProgress = (initialRemaining > 0) ? static_cast(initialRemaining - remaining) / initialRemaining : 1.0f; float progress = 0.40f + tileProgress * 0.45f; 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(); } // Timeout safety auto elapsed = std::chrono::high_resolution_clock::now() - startTime; if (std::chrono::duration(elapsed).count() > maxWaitSeconds) { LOG_WARNING("Terrain streaming timeout after ", maxWaitSeconds, "s"); break; } SDL_Delay(16); // ~60fps cap for loading screen } LOG_INFO("Terrain streaming complete: ", terrainMgr->getLoadedTileCount(), " tiles loaded"); showProgress("Building collision cache...", 0.88f); // Load zone-specific floor cache, or precompute if none exists if (renderer->getWMORenderer()) { renderer->getWMORenderer()->loadFloorCache(); if (renderer->getWMORenderer()->getFloorCacheSize() == 0) { renderer->getWMORenderer()->precomputeFloorCache(); } } // Re-snap camera to ground now that all surrounding tiles are loaded // (the initial reset inside loadTestTerrain only had 1 tile). if (spawnSnapToGround && renderer->getCameraController()) { renderer->getCameraController()->reset(); } } showProgress("Entering world...", 0.95f); // Final camera reset: now that follow target exists and terrain is loaded, // snap the third-person camera into the correct orbit position. if (spawnSnapToGround && renderer && renderer->getCameraController()) { renderer->getCameraController()->reset(); renderer->getCameraController()->startIntroPan(2.8f, 140.0f); } showProgress("Entering world...", 1.0f); if (loadingScreenOk) { loadingScreen.shutdown(); } // Wire hearthstone to camera reset (teleport home) in single-player if (gameHandler && renderer && renderer->getCameraController()) { auto* camCtrl = renderer->getCameraController(); gameHandler->setHearthstoneCallback([camCtrl]() { camCtrl->reset(); camCtrl->startIntroPan(2.8f, 140.0f); }); } // Go directly to game setState(AppState::IN_GAME); // Emulate server MOTD in single-player (after entering game) if (gameHandler) { std::vector motdLines; if (const char* motdEnv = std::getenv("WOW_SP_MOTD")) { std::string raw = motdEnv; size_t start = 0; while (start <= raw.size()) { size_t pos = raw.find('|', start); if (pos == std::string::npos) pos = raw.size(); std::string line = raw.substr(start, pos - start); if (!line.empty()) motdLines.push_back(line); start = pos + 1; if (pos == raw.size()) break; } } if (motdLines.empty()) { motdLines.push_back("Wowee Single Player"); } gameHandler->simulateMotd(motdLines); } LOG_INFO("Single-player mode started - press F1 for performance HUD"); } void Application::teleportTo(int presetIndex) { // Guard: only in single-player + IN_GAME state if (!singlePlayerMode || state != AppState::IN_GAME) return; if (presetIndex < 0 || presetIndex >= SPAWN_PRESET_COUNT) return; const auto& preset = SPAWN_PRESETS[presetIndex]; LOG_INFO("Teleporting to: ", preset.label); spawnSnapToGround = preset.snapToGround; // Convert canonical WoW → engine rendering coordinates (swap X/Y) glm::vec3 spawnRender = core::coords::canonicalToRender(preset.spawnCanonical); // Update camera default spawn if (renderer && renderer->getCameraController()) { renderer->getCameraController()->setDefaultSpawn(spawnRender, preset.yawDeg, preset.pitchDeg); } // Save current map's floor cache before unloading if (renderer && renderer->getWMORenderer()) { auto* wmo = renderer->getWMORenderer(); if (wmo->getFloorCacheSize() > 0) { wmo->saveFloorCache(); } } // Unload all current terrain if (renderer && renderer->getTerrainManager()) { renderer->getTerrainManager()->unloadAll(); } // Compute ADT path from canonical spawn coordinates auto [tileX, tileY] = core::coords::canonicalToTile(preset.spawnCanonical.x, preset.spawnCanonical.y); std::string mapName = preset.mapName; std::string adtPath = "World\\Maps\\" + mapName + "\\" + mapName + "_" + std::to_string(tileX) + "_" + std::to_string(tileY) + ".adt"; LOG_INFO("Teleport ADT tile [", tileX, ",", tileY, "]"); // Set map name on terrain manager and WMO renderer if (renderer && renderer->getTerrainManager()) { renderer->getTerrainManager()->setMapName(mapName); } if (renderer && renderer->getWMORenderer()) { renderer->getWMORenderer()->setMapName(mapName); } // Load the initial tile bool terrainOk = false; if (renderer && assetManager && assetManager->isInitialized()) { terrainOk = renderer->loadTestTerrain(assetManager.get(), adtPath); } // Stream surrounding tiles if (terrainOk && renderer->getTerrainManager() && renderer->getCamera()) { auto* terrainMgr = renderer->getTerrainManager(); auto* camera = renderer->getCamera(); terrainMgr->update(*camera, 1.0f); auto startTime = std::chrono::high_resolution_clock::now(); const float maxWaitSeconds = 8.0f; while (terrainMgr->getRemainingTileCount() > 0) { SDL_Event event; while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { window->setShouldClose(true); return; } } terrainMgr->update(*camera, 0.016f); terrainMgr->processAllReadyTiles(); auto elapsed = std::chrono::high_resolution_clock::now() - startTime; if (std::chrono::duration(elapsed).count() > maxWaitSeconds) { LOG_WARNING("Teleport terrain streaming timeout after ", maxWaitSeconds, "s"); break; } SDL_Delay(16); } LOG_INFO("Teleport terrain streaming complete: ", terrainMgr->getLoadedTileCount(), " tiles loaded"); // Load zone-specific floor cache, or precompute if none exists if (renderer->getWMORenderer()) { renderer->getWMORenderer()->loadFloorCache(); if (renderer->getWMORenderer()->getFloorCacheSize() == 0) { renderer->getWMORenderer()->precomputeFloorCache(); } } } // Floor-snapping presets use camera reset. WMO-floor presets keep explicit Z. if (spawnSnapToGround && renderer && renderer->getCameraController()) { renderer->getCameraController()->reset(); renderer->getCameraController()->startIntroPan(2.8f, 140.0f); } if (!spawnSnapToGround && renderer) { renderer->getCharacterPosition() = spawnRender; } // Sync final character position to game handler if (renderer && gameHandler) { glm::vec3 finalRender = renderer->getCharacterPosition(); glm::vec3 finalCanonical = core::coords::renderToCanonical(finalRender); gameHandler->setPosition(finalCanonical.x, finalCanonical.y, finalCanonical.z); } // Rebuild nearby NPC set for the new location. if (singlePlayerMode && gameHandler && renderer && renderer->getCharacterRenderer()) { if (npcManager) { npcManager->clear(renderer->getCharacterRenderer(), &gameHandler->getEntityManager()); } npcsSpawned = false; spawnNpcs(); } LOG_INFO("Teleport to ", preset.label, " complete"); } 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()->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 if (gameHandler) { const game::Character* activeChar = gameHandler->getActiveCharacter(); if (activeChar) { spRace_ = activeChar->race; spGender_ = activeChar->gender; spClass_ = activeChar->characterClass; spawnSnapToGround = false; playerCharacterSpawned = false; spawnPlayerCharacter(); renderer->getCharacterPosition() = spawnRender; LOG_INFO("Spawned online player model: ", activeChar->name, " (race=", static_cast(spRace_), ", gender=", static_cast(spGender_), ") 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(); } } } 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"); } // 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()) { LOG_INFO(" HairGeoset Human Male style ", v, " → geosetId ", it->second); } } } // 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 { auto itData = displayDataMap_.find(displayId); if (itData == displayDataMap_.end()) return ""; auto itPath = modelIdToPath_.find(itData->second.modelId); if (itPath == modelIdToPath_.end()) return ""; return itPath->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::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::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); } } // namespace core } // namespace wowee