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Add bindpoint support and WMO snap fix
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7 changed files with 94 additions and 0 deletions
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@ -645,6 +645,15 @@ void Application::setupUICallbacks() {
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cc->reset();
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});
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// Bind point update (innkeeper)
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gameHandler->setBindPointCallback([this](uint32_t mapId, float x, float y, float z) {
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if (!renderer || !renderer->getCameraController()) return;
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glm::vec3 canonical(x, y, z);
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glm::vec3 renderPos = core::coords::canonicalToRender(canonical);
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renderer->getCameraController()->setDefaultSpawn(renderPos, 0.0f, 15.0f);
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LOG_INFO("Bindpoint set: mapId=", mapId, " pos=(", x, ", ", y, ", ", z, ")");
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});
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// Faction hostility map is built in buildFactionHostilityMap() when character enters world
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// Creature spawn callback (online mode) - spawn creature models
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@ -577,6 +577,22 @@ void GameHandler::handlePacket(network::Packet& packet) {
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case Opcode::SMSG_GOSSIP_MESSAGE:
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handleGossipMessage(packet);
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break;
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case Opcode::SMSG_BINDPOINTUPDATE: {
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BindPointUpdateData data;
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if (BindPointUpdateParser::parse(packet, data)) {
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LOG_INFO("Bindpoint updated: mapId=", data.mapId,
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" pos=(", data.x, ", ", data.y, ", ", data.z, ")");
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if (bindPointCallback_) {
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glm::vec3 canonical = core::coords::serverToCanonical(
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glm::vec3(data.x, data.y, data.z));
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bindPointCallback_(data.mapId, canonical.x, canonical.y, canonical.z);
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}
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addSystemChatMessage("Your home has been set.");
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} else {
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LOG_WARNING("Failed to parse SMSG_BINDPOINTUPDATE");
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}
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break;
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}
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case Opcode::SMSG_GOSSIP_COMPLETE:
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handleGossipComplete(packet);
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break;
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@ -4194,6 +4210,21 @@ void GameHandler::selectGossipOption(uint32_t optionId) {
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if (state != WorldState::IN_WORLD || !socket || !gossipWindowOpen) return;
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auto packet = GossipSelectOptionPacket::build(currentGossip.npcGuid, currentGossip.menuId, optionId);
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socket->send(packet);
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// If this is an innkeeper "make this inn your home" option, send binder activate.
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for (const auto& opt : currentGossip.options) {
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if (opt.id != optionId) continue;
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std::string text = opt.text;
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std::transform(text.begin(), text.end(), text.begin(),
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[](unsigned char c){ return static_cast<char>(std::tolower(c)); });
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if (text.find("make this inn your home") != std::string::npos ||
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text.find("set your home") != std::string::npos) {
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auto bindPkt = BinderActivatePacket::build(currentGossip.npcGuid);
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socket->send(bindPkt);
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LOG_INFO("Sent CMSG_BINDER_ACTIVATE for npc=0x", std::hex, currentGossip.npcGuid, std::dec);
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}
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break;
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}
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}
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void GameHandler::selectGossipQuest(uint32_t questId) {
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@ -2450,6 +2450,26 @@ bool GossipMessageParser::parse(network::Packet& packet, GossipMessageData& data
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return true;
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}
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// ============================================================
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// Bind Point (Hearthstone)
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// ============================================================
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network::Packet BinderActivatePacket::build(uint64_t npcGuid) {
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network::Packet pkt(static_cast<uint16_t>(Opcode::CMSG_BINDER_ACTIVATE));
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pkt.writeUInt64(npcGuid);
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return pkt;
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}
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bool BindPointUpdateParser::parse(network::Packet& packet, BindPointUpdateData& data) {
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if (packet.getSize() < 20) return false;
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data.x = packet.readFloat();
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data.y = packet.readFloat();
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data.z = packet.readFloat();
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data.mapId = packet.readUInt32();
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data.zoneId = packet.readUInt32();
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return true;
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}
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bool QuestRequestItemsParser::parse(network::Packet& packet, QuestRequestItemsData& data) {
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if (packet.getSize() - packet.getReadPos() < 20) return false;
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data.npcGuid = packet.readUInt64();
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@ -26,6 +26,11 @@ std::optional<float> selectReachableFloor(const std::optional<float>& terrainH,
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if (terrainH && *terrainH <= refZ + maxStepUp) reachTerrain = terrainH;
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if (wmoH && *wmoH <= refZ + maxStepUp) reachWmo = wmoH;
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// Avoid snapping up to higher WMO floors when entering buildings.
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if (reachTerrain && reachWmo && *reachWmo > refZ + 2.0f) {
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return reachTerrain;
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}
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if (reachTerrain && reachWmo) {
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// Both available: prefer the one closest to the player's feet.
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// This prevents tunnels/caves from snapping the player up to the
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