Add quest opcodes, fix gossip select packet, and NPC combat animations

Fix CMSG_GOSSIP_SELECT_OPTION missing menuId field (was causing
ByteBufferException). Add 12 quest opcodes and clickable quest items in
gossip dialog. NPC attack/death animation callbacks now work for both
single-player and server-spawned creatures, and SMSG_ATTACKERSTATEUPDATE
triggers NPC swing animations.
This commit is contained in:
Kelsi 2026-02-06 11:45:35 -08:00
parent b5336d784a
commit 60be428250
7 changed files with 84 additions and 8 deletions

View file

@ -1125,18 +1125,27 @@ void Application::spawnNpcs() {
gameHandler->setPosition(canonical.x, canonical.y, canonical.z);
}
// Set NPC death callback for single-player combat
if (singlePlayerMode && gameHandler && npcManager) {
// Set NPC animation callbacks (works for both single-player and online creatures)
if (gameHandler && npcManager) {
auto* npcMgr = npcManager.get();
auto* cr = renderer->getCharacterRenderer();
gameHandler->setNpcDeathCallback([npcMgr, cr](uint64_t guid) {
auto* app = this;
gameHandler->setNpcDeathCallback([npcMgr, cr, app](uint64_t guid) {
uint32_t instanceId = npcMgr->findRenderInstanceId(guid);
if (instanceId == 0) {
auto it = app->creatureInstances_.find(guid);
if (it != app->creatureInstances_.end()) instanceId = it->second;
}
if (instanceId != 0 && cr) {
cr->playAnimation(instanceId, 1, false); // animation ID 1 = Death
}
});
gameHandler->setNpcSwingCallback([npcMgr, cr](uint64_t guid) {
gameHandler->setNpcSwingCallback([npcMgr, cr, app](uint64_t guid) {
uint32_t instanceId = npcMgr->findRenderInstanceId(guid);
if (instanceId == 0) {
auto it = app->creatureInstances_.find(guid);
if (it != app->creatureInstances_.end()) instanceId = it->second;
}
if (instanceId != 0 && cr) {
cr->playAnimation(instanceId, 16, false); // animation ID 16 = Attack1
}