Kelsidavis-WoWee/include/core/application.hpp
Kelsi 9083eec974 Add equipment geosets for humanoid NPCs
Load equipment display IDs from CreatureDisplayInfoExtra.dbc and look up
geoset groups from ItemDisplayInfo.dbc. Apply appropriate geosets for
chest, pants, boots, gloves, tabard, and cape. Hide hair when NPC wears
a helmet.
2026-02-05 22:57:32 -08:00

156 lines
5.6 KiB
C++

#pragma once
#include "core/window.hpp"
#include "core/input.hpp"
#include "game/character.hpp"
#include <memory>
#include <string>
#include <vector>
#include <unordered_map>
namespace wowee {
// Forward declarations
namespace rendering { class Renderer; }
namespace ui { class UIManager; }
namespace auth { class AuthHandler; }
namespace game { class GameHandler; class World; class NpcManager; }
namespace pipeline { class AssetManager; }
namespace core {
enum class AppState {
AUTHENTICATION,
REALM_SELECTION,
CHARACTER_CREATION,
CHARACTER_SELECTION,
IN_GAME,
DISCONNECTED
};
class Application {
public:
Application();
~Application();
Application(const Application&) = delete;
Application& operator=(const Application&) = delete;
bool initialize();
void run();
void shutdown();
// State management
AppState getState() const { return state; }
void setState(AppState newState);
// Accessors
Window* getWindow() { return window.get(); }
rendering::Renderer* getRenderer() { return renderer.get(); }
ui::UIManager* getUIManager() { return uiManager.get(); }
auth::AuthHandler* getAuthHandler() { return authHandler.get(); }
game::GameHandler* getGameHandler() { return gameHandler.get(); }
game::World* getWorld() { return world.get(); }
pipeline::AssetManager* getAssetManager() { return assetManager.get(); }
// Singleton access
static Application& getInstance() { return *instance; }
// Single-player mode
void startSinglePlayer();
bool isSinglePlayer() const { return singlePlayerMode; }
void logoutToLogin();
// Weapon loading (called at spawn and on equipment change)
void loadEquippedWeapons();
// Teleport to a spawn preset location (single-player only)
void teleportTo(int presetIndex);
// Character skin composite state (saved at spawn for re-compositing on equipment change)
const std::string& getBodySkinPath() const { return bodySkinPath_; }
const std::vector<std::string>& getUnderwearPaths() const { return underwearPaths_; }
uint32_t getSkinTextureSlotIndex() const { return skinTextureSlotIndex_; }
uint32_t getCloakTextureSlotIndex() const { return cloakTextureSlotIndex_; }
private:
void update(float deltaTime);
void render();
void setupUICallbacks();
void spawnPlayerCharacter();
void spawnNpcs();
std::string getPlayerModelPath() const;
static const char* mapIdToName(uint32_t mapId);
void loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float z);
void spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x, float y, float z, float orientation);
void despawnOnlineCreature(uint64_t guid);
void buildCreatureDisplayLookups();
std::string getModelPathForDisplayId(uint32_t displayId) const;
static Application* instance;
std::unique_ptr<Window> window;
std::unique_ptr<rendering::Renderer> renderer;
std::unique_ptr<ui::UIManager> uiManager;
std::unique_ptr<auth::AuthHandler> authHandler;
std::unique_ptr<game::GameHandler> gameHandler;
std::unique_ptr<game::World> world;
std::unique_ptr<game::NpcManager> npcManager;
std::unique_ptr<pipeline::AssetManager> assetManager;
AppState state = AppState::AUTHENTICATION;
bool running = false;
bool singlePlayerMode = false;
bool playerCharacterSpawned = false;
bool npcsSpawned = false;
bool spawnSnapToGround = true;
float lastFrameTime = 0.0f;
float movementHeartbeatTimer = 0.0f;
game::Race spRace_ = game::Race::HUMAN;
game::Gender spGender_ = game::Gender::MALE;
game::Class spClass_ = game::Class::WARRIOR;
uint32_t spMapId_ = 0;
uint32_t spZoneId_ = 0;
glm::vec3 spSpawnCanonical_ = glm::vec3(62.0f, -9464.0f, 200.0f);
float spYawDeg_ = 0.0f;
float spPitchDeg_ = -5.0f;
// Weapon model ID counter (starting high to avoid collision with character model IDs)
uint32_t nextWeaponModelId_ = 1000;
// Saved at spawn for skin re-compositing
std::string bodySkinPath_;
std::vector<std::string> underwearPaths_;
uint32_t skinTextureSlotIndex_ = 0;
uint32_t cloakTextureSlotIndex_ = 0;
// Online creature model spawning
struct CreatureDisplayData {
uint32_t modelId = 0;
std::string skin1, skin2, skin3; // Texture names from CreatureDisplayInfo.dbc
uint32_t extraDisplayId = 0; // Link to CreatureDisplayInfoExtra.dbc
};
struct HumanoidDisplayExtra {
uint8_t raceId = 0;
uint8_t sexId = 0;
uint8_t skinId = 0;
uint8_t faceId = 0;
uint8_t hairStyleId = 0;
uint8_t hairColorId = 0;
uint8_t facialHairId = 0;
std::string bakeName; // Pre-baked texture path if available
// Equipment display IDs (from columns 8-18)
// 0=helm, 1=shoulder, 2=shirt, 3=chest, 4=belt, 5=legs, 6=feet, 7=wrist, 8=hands, 9=tabard, 10=cape
uint32_t equipDisplayId[11] = {0};
};
std::unordered_map<uint32_t, CreatureDisplayData> displayDataMap_; // displayId → display data
std::unordered_map<uint32_t, HumanoidDisplayExtra> humanoidExtraMap_; // extraDisplayId → humanoid data
std::unordered_map<uint32_t, std::string> modelIdToPath_; // modelId → M2 path (from CreatureModelData.dbc)
std::unordered_map<uint64_t, uint32_t> creatureInstances_; // guid → render instanceId
std::unordered_map<uint64_t, uint32_t> creatureModelIds_; // guid → loaded modelId
uint32_t nextCreatureModelId_ = 5000; // Model IDs for online creatures
bool creatureLookupsBuilt_ = false;
};
} // namespace core
} // namespace wowee