Files
WoWee/include/core/application.hpp
Kelsi 045a8c7c89 Fix NPC voices to use correct WAV format and gender detection
WotLK 3.3.5a uses .wav files for NPC voices, not .ogg as shown in retail Wowhead. Fixed audio engine to preserve original sample rate from WAV files (preventing chipmunk playback). Implemented race/gender detection using CreatureDisplayInfo.dbc and CreatureDisplayInfoExtra.dbc to play correct voice types for each NPC.
2026-02-09 02:22:20 -08:00

209 lines
8.1 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 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(); }
// 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();
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 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 buildCreatureDisplayLookups();
std::string getModelPathForDisplayId(uint32_t displayId) const;
void spawnOnlineGameObject(uint64_t guid, 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;
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 playerCharacterSpawned = false;
bool npcsSpawned = false;
bool spawnSnapToGround = true;
float lastFrameTime = 0.0f;
float movementHeartbeatTimer = 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;
// 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 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
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)
void processPendingMount();
bool creatureLookupsBuilt_ = false;
// 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 = 2;
void processCreatureSpawnQueue();
struct PendingGameObjectSpawn {
uint64_t guid;
uint32_t displayId;
float x, y, z, orientation;
};
std::vector<PendingGameObjectSpawn> pendingGameObjectSpawns_;
void processGameObjectSpawnQueue();
};
} // namespace core
} // namespace wowee