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Add ZoneManager::enrichFromDBC() which walks AreaTable.dbc (field 8 = ZoneMusicId) → ZoneMusic.dbc (fields 6/7 = day/night SoundEntryIds) → SoundEntries.dbc (fields 3-12 = files, field 23 = DirectoryBase) and appends MPQ music paths for all zones in the DBC, covering ~2300+ areas vs the previous ~15 hardcoded entries. Existing hardcoded paths are preserved as the primary pool; DBC paths are added only if not already present. Called from Renderer::init() after initialize().
44 lines
1.3 KiB
C++
44 lines
1.3 KiB
C++
#pragma once
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#include <string>
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#include <cstdint>
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#include <unordered_map>
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#include <vector>
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namespace wowee {
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namespace pipeline { class AssetManager; }
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namespace game {
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struct ZoneInfo {
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uint32_t id;
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std::string name;
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std::vector<std::string> musicPaths; // MPQ paths to music files
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};
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class ZoneManager {
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public:
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void initialize();
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// Supplement zone music paths using AreaTable → ZoneMusic → SoundEntries DBC chain.
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// Safe to call after initialize(); idempotent and additive (does not remove existing paths).
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void enrichFromDBC(pipeline::AssetManager* assets);
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uint32_t getZoneId(int tileX, int tileY) const;
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const ZoneInfo* getZoneInfo(uint32_t zoneId) const;
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std::string getRandomMusic(uint32_t zoneId);
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std::vector<std::string> getAllMusicPaths() const;
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// When false, file: (original soundtrack) tracks are excluded from the pool
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void setUseOriginalSoundtrack(bool use) { useOriginalSoundtrack_ = use; }
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bool getUseOriginalSoundtrack() const { return useOriginalSoundtrack_; }
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private:
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// tile key = tileX * 100 + tileY
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std::unordered_map<int, uint32_t> tileToZone;
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std::unordered_map<uint32_t, ZoneInfo> zones;
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std::string lastPlayedMusic_;
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bool useOriginalSoundtrack_ = true;
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};
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} // namespace game
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} // namespace wowee
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