Files
WoWee/include/core/application.hpp
Kelsi 7d115aaa70 Add per-expansion asset overlay system and fix CharSections DBC layout
Expansion overlays allow each expansion to supplement the base asset data
via an assetManifest field in expansion.json, loaded at priority 50 (below
HD packs). The asset extractor gains --reference-manifest for delta-only
extraction. Also fixes CharSections field indices (VariationIndex=4,
ColorIndex=5, Texture1=6) across all DBC layout references.
2026-02-14 00:00:26 -08:00

284 lines
12 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>
#include <unordered_set>
#include <array>
namespace wowee {
// Forward declarations
namespace rendering { class Renderer; }
namespace ui { class UIManager; }
namespace auth { class AuthHandler; }
namespace game { class GameHandler; class World; class ExpansionRegistry; }
namespace pipeline { class AssetManager; class DBCLayout; class HDPackManager; }
namespace audio { enum class VoiceType; }
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(); }
game::ExpansionRegistry* getExpansionRegistry() { return expansionRegistry_.get(); }
pipeline::DBCLayout* getDBCLayout() { return dbcLayout_.get(); }
pipeline::HDPackManager* getHDPackManager() { return hdPackManager_.get(); }
void reloadExpansionData(); // Reload DBC layouts, opcodes, etc. after expansion change
// Singleton access
static Application& getInstance() { return *instance; }
// Weapon loading (called at spawn and on equipment change)
void loadEquippedWeapons();
// Logout to login screen
void logoutToLogin();
// Render bounds lookup (for click targeting / selection)
bool getRenderBoundsForGuid(uint64_t guid, glm::vec3& outCenter, float& outRadius) const;
// 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_; }
uint32_t getGryphonDisplayId() const { return gryphonDisplayId_; }
uint32_t getWyvernDisplayId() const { return wyvernDisplayId_; }
private:
void update(float deltaTime);
void render();
void setupUICallbacks();
void spawnPlayerCharacter();
std::string getPlayerModelPath() const;
static const char* mapIdToName(uint32_t mapId);
void loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float z);
void buildFactionHostilityMap(uint8_t playerRace);
void spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x, float y, float z, float orientation);
void despawnOnlineCreature(uint64_t guid);
void spawnOnlinePlayer(uint64_t guid,
uint8_t raceId,
uint8_t genderId,
uint32_t appearanceBytes,
uint8_t facialFeatures,
float x, float y, float z, float orientation);
void setOnlinePlayerEquipment(uint64_t guid,
const std::array<uint32_t, 19>& displayInfoIds,
const std::array<uint8_t, 19>& inventoryTypes);
void despawnOnlinePlayer(uint64_t guid);
void buildCreatureDisplayLookups();
std::string getModelPathForDisplayId(uint32_t displayId) const;
void spawnOnlineGameObject(uint64_t guid, uint32_t entry, uint32_t displayId, float x, float y, float z, float orientation);
void despawnOnlineGameObject(uint64_t guid);
void buildGameObjectDisplayLookups();
std::string getGameObjectModelPathForDisplayId(uint32_t displayId) const;
audio::VoiceType detectVoiceTypeFromDisplayId(uint32_t displayId) const;
void setupTestTransport(); // Test transport boat for development
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<pipeline::AssetManager> assetManager;
std::unique_ptr<game::ExpansionRegistry> expansionRegistry_;
std::unique_ptr<pipeline::DBCLayout> dbcLayout_;
std::unique_ptr<pipeline::HDPackManager> hdPackManager_;
AppState state = AppState::AUTHENTICATION;
bool running = false;
std::string pendingCreatedCharacterName_; // Auto-select after character creation
bool playerCharacterSpawned = false;
bool npcsSpawned = false;
bool spawnSnapToGround = true;
float lastFrameTime = 0.0f;
// Player character info (for model spawning)
game::Race playerRace_ = game::Race::HUMAN;
game::Gender playerGender_ = game::Gender::MALE;
game::Class playerClass_ = game::Class::WARRIOR;
uint64_t spawnedPlayerGuid_ = 0;
uint32_t spawnedAppearanceBytes_ = 0;
uint8_t spawnedFacialFeatures_ = 0;
// 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)
// CharHairGeosets.dbc: key = (raceId<<16)|(sexId<<8)|variationId → geosetId (skinSectionId)
std::unordered_map<uint32_t, uint16_t> hairGeosetMap_;
// CharFacialHairStyles.dbc: key = (raceId<<16)|(sexId<<8)|variationId → {geoset100, geoset300, geoset200}
struct FacialHairGeosets { uint16_t geoset100 = 0; uint16_t geoset300 = 0; uint16_t geoset200 = 0; };
std::unordered_map<uint32_t, FacialHairGeosets> facialHairGeosetMap_;
std::unordered_map<uint64_t, uint32_t> creatureInstances_; // guid → render instanceId
std::unordered_map<uint64_t, uint32_t> creatureModelIds_; // guid → loaded modelId
std::unordered_map<uint32_t, uint32_t> displayIdModelCache_; // displayId → modelId (model caching)
uint32_t nextCreatureModelId_ = 5000; // Model IDs for online creatures
uint32_t gryphonDisplayId_ = 0;
uint32_t wyvernDisplayId_ = 0;
bool lastTaxiFlight_ = false;
float taxiLandingClampTimer_ = 0.0f;
float worldEntryMovementGraceTimer_ = 0.0f;
float taxiStreamCooldown_ = 0.0f;
bool idleYawned_ = false;
// Online gameobject model spawning
struct GameObjectInstanceInfo {
uint32_t modelId = 0;
uint32_t instanceId = 0;
bool isWmo = false;
};
std::unordered_map<uint32_t, std::string> gameObjectDisplayIdToPath_;
std::unordered_map<uint32_t, uint32_t> gameObjectDisplayIdModelCache_; // displayId → M2 modelId
std::unordered_map<uint32_t, uint32_t> gameObjectDisplayIdWmoCache_; // displayId → WMO modelId
std::unordered_map<uint64_t, GameObjectInstanceInfo> gameObjectInstances_; // guid → instance info
struct PendingTransportMove {
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
float orientation = 0.0f;
};
std::unordered_map<uint64_t, PendingTransportMove> pendingTransportMoves_; // guid -> latest pre-registration move
uint32_t nextGameObjectModelId_ = 20000;
uint32_t nextGameObjectWmoModelId_ = 40000;
bool gameObjectLookupsBuilt_ = false;
// Mount model tracking
uint32_t mountInstanceId_ = 0;
uint32_t mountModelId_ = 0;
uint32_t pendingMountDisplayId_ = 0; // Deferred mount load (0 = none pending)
bool weaponsSheathed_ = false;
bool wasAutoAttacking_ = false;
void processPendingMount();
bool creatureLookupsBuilt_ = false;
bool mapNameCacheLoaded_ = false;
std::unordered_map<uint32_t, std::string> mapNameById_;
// Deferred creature spawn queue (throttles spawning to avoid hangs)
struct PendingCreatureSpawn {
uint64_t guid;
uint32_t displayId;
float x, y, z, orientation;
};
std::vector<PendingCreatureSpawn> pendingCreatureSpawns_;
static constexpr int MAX_SPAWNS_PER_FRAME = 96;
static constexpr uint16_t MAX_CREATURE_SPAWN_RETRIES = 300;
std::unordered_set<uint64_t> pendingCreatureSpawnGuids_;
std::unordered_map<uint64_t, uint16_t> creatureSpawnRetryCounts_;
std::unordered_set<uint32_t> nonRenderableCreatureDisplayIds_;
// Online player instances (separate from creatures so we can apply per-player skin/hair textures).
std::unordered_map<uint64_t, uint32_t> playerInstances_; // guid → render instanceId
struct OnlinePlayerAppearanceState {
uint32_t instanceId = 0;
uint32_t modelId = 0;
uint8_t raceId = 0;
uint8_t genderId = 0;
uint32_t appearanceBytes = 0;
uint8_t facialFeatures = 0;
std::string bodySkinPath;
std::vector<std::string> underwearPaths;
};
std::unordered_map<uint64_t, OnlinePlayerAppearanceState> onlinePlayerAppearance_;
std::unordered_map<uint64_t, std::pair<std::array<uint32_t, 19>, std::array<uint8_t, 19>>> pendingOnlinePlayerEquipment_;
// Cache base player model geometry by (raceId, genderId)
std::unordered_map<uint32_t, uint32_t> playerModelCache_; // key=(race<<8)|gender → modelId
struct PlayerTextureSlots { int skin = -1; int hair = -1; int underwear = -1; };
std::unordered_map<uint32_t, PlayerTextureSlots> playerTextureSlotsByModelId_;
uint32_t nextPlayerModelId_ = 60000;
struct PendingPlayerSpawn {
uint64_t guid;
uint8_t raceId;
uint8_t genderId;
uint32_t appearanceBytes;
uint8_t facialFeatures;
float x, y, z, orientation;
};
std::vector<PendingPlayerSpawn> pendingPlayerSpawns_;
std::unordered_set<uint64_t> pendingPlayerSpawnGuids_;
void processPlayerSpawnQueue();
std::unordered_set<uint64_t> creaturePermanentFailureGuids_;
void processCreatureSpawnQueue();
struct PendingGameObjectSpawn {
uint64_t guid;
uint32_t entry;
uint32_t displayId;
float x, y, z, orientation;
};
std::vector<PendingGameObjectSpawn> pendingGameObjectSpawns_;
void processGameObjectSpawnQueue();
// Quest marker billboard sprites (above NPCs)
void loadQuestMarkerModels(); // Now loads BLP textures
void updateQuestMarkers(); // Updates billboard positions
};
} // namespace core
} // namespace wowee