Fix NPC spawning at initial player position

NPCs were not spawning when the player first entered the world because
spawnNpcs() was defined but never called. Added call to spawnNpcs() in
Application::update() when in IN_GAME state.

The function has a guard (npcsSpawned flag) so it only runs once. NPCs now
appear immediately at spawn instead of requiring the player to walk away first.

Added logging to help debug spawn preconditions.
This commit is contained in:
Kelsi 2026-02-09 21:59:00 -08:00
parent 96c1def041
commit 5e0d62c2a4
3 changed files with 51 additions and 4 deletions

View file

@ -4627,6 +4627,17 @@ void GameHandler::handleTrainerList(network::Packet& packet) {
trainerWindowOpen_ = true;
gossipWindowOpen = false;
// Debug: log known spells
LOG_INFO("Known spells count: ", knownSpells.size());
if (knownSpells.size() <= 20) {
std::string spellList;
for (uint32_t id : knownSpells) {
if (!spellList.empty()) spellList += ", ";
spellList += std::to_string(id);
}
LOG_INFO("Known spells: ", spellList);
}
// Ensure caches are populated
loadSpellNameCache();
loadSkillLineDbc();
@ -4635,12 +4646,19 @@ void GameHandler::handleTrainerList(network::Packet& packet) {
}
void GameHandler::trainSpell(uint32_t spellId) {
if (state != WorldState::IN_WORLD || !socket) return;
LOG_INFO("trainSpell called: spellId=", spellId, " state=", (int)state, " socket=", (socket ? "yes" : "no"));
if (state != WorldState::IN_WORLD || !socket) {
LOG_WARNING("trainSpell: Not in world or no socket connection");
return;
}
LOG_INFO("Sending CMSG_TRAINER_BUY_SPELL: guid=", currentTrainerList_.trainerGuid,
" trainerId=", currentTrainerList_.trainerType, " spellId=", spellId);
auto packet = TrainerBuySpellPacket::build(
currentTrainerList_.trainerGuid,
currentTrainerList_.trainerType,
spellId);
socket->send(packet);
LOG_INFO("CMSG_TRAINER_BUY_SPELL sent");
}
void GameHandler::closeTrainer() {