Add taxi system, fix WMO interior lighting, ramp collision, and /unstuck

- Implement flight path system: SMSG_SHOWTAXINODES parser, CMSG_ACTIVATETAXIEXPRESS builder, BFS multi-hop pathfinding through TaxiNodes/TaxiPath DBC, taxi destination UI, movement blocking during flight
- Fix WMO interiors too dark by boosting vertex color lighting multiplier
- Dim M2 objects inside WMO interiors (rugs, furniture) via per-instance interior detection
- Fix ramp/stair clipping by lowering wall collision normal threshold from 0.85 to 0.55
- Restore 5-sample cardinal footprint for ground detection to fix rug slipping
- Fix /unstuck command to reset player Z to WMO/terrain floor height
- Handle MSG_MOVE_TELEPORT_ACK and SMSG_TRANSFER_PENDING for hearthstone teleports
- Fix spawning under Stormwind with online-mode camera controller reset
This commit is contained in:
Kelsi 2026-02-07 16:59:20 -08:00
parent c5a1fe927b
commit 3c2a728ec4
15 changed files with 691 additions and 108 deletions

View file

@ -100,6 +100,7 @@ void GameScreen::render(game::GameHandler& gameHandler) {
renderQuestRequestItemsWindow(gameHandler);
renderQuestOfferRewardWindow(gameHandler);
renderVendorWindow(gameHandler);
renderTaxiWindow(gameHandler);
renderQuestMarkers(gameHandler);
renderMinimapMarkers(gameHandler);
renderDeathScreen(gameHandler);
@ -1539,6 +1540,13 @@ void GameScreen::sendChatMessage(game::GameHandler& gameHandler) {
return;
}
// /unstuck command — resets player position to floor height
if (cmdLower == "unstuck") {
gameHandler.unstuck();
chatInputBuffer[0] = '\0';
return;
}
// Chat channel slash commands
bool isChannelCommand = false;
if (cmdLower == "s" || cmdLower == "say") {
@ -3342,6 +3350,71 @@ void GameScreen::renderEscapeMenu() {
ImGui::End();
}
// ============================================================
// Taxi Window
// ============================================================
void GameScreen::renderTaxiWindow(game::GameHandler& gameHandler) {
if (!gameHandler.isTaxiWindowOpen()) return;
auto* window = core::Application::getInstance().getWindow();
float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
ImGui::SetNextWindowPos(ImVec2(screenW / 2 - 200, 150), ImGuiCond_Appearing);
ImGui::SetNextWindowSize(ImVec2(400, 0), ImGuiCond_Always);
bool open = true;
if (ImGui::Begin("Flight Master", &open, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_AlwaysAutoResize)) {
const auto& taxiData = gameHandler.getTaxiData();
const auto& nodes = gameHandler.getTaxiNodes();
uint32_t currentNode = gameHandler.getTaxiCurrentNode();
// Get current node's map to filter destinations
uint32_t currentMapId = 0;
auto curIt = nodes.find(currentNode);
if (curIt != nodes.end()) {
currentMapId = curIt->second.mapId;
ImGui::TextColored(ImVec4(0.5f, 1.0f, 0.5f, 1.0f), "Current: %s", curIt->second.name.c_str());
ImGui::Separator();
}
ImGui::Text("Select a destination:");
ImGui::Spacing();
// List known destinations on same map, excluding current node
int destCount = 0;
for (const auto& [nodeId, node] : nodes) {
if (nodeId == currentNode) continue;
if (node.mapId != currentMapId) continue;
if (!taxiData.isNodeKnown(nodeId)) continue;
ImGui::PushID(static_cast<int>(nodeId));
ImGui::Text("%s", node.name.c_str());
ImGui::SameLine(ImGui::GetWindowWidth() - 60);
if (ImGui::SmallButton("Fly")) {
gameHandler.activateTaxi(nodeId);
}
ImGui::PopID();
destCount++;
}
if (destCount == 0) {
ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "No destinations available.");
}
ImGui::Spacing();
ImGui::Separator();
if (ImGui::Button("Close", ImVec2(-1, 0))) {
gameHandler.closeTaxi();
}
}
ImGui::End();
if (!open) {
gameHandler.closeTaxi();
}
}
// ============================================================
// Death Screen
// ============================================================