Commit graph

1059 commits

Author SHA1 Message Date
Kelsi
f9f02569d6 fix(vulkan): re-allocate megaBoneSet_ after descriptor pool reset and fix PlayerFrame ImGui crash
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Re-allocate megaBoneSet_[0..1] in M2Renderer::clear() after vkResetDescriptorPool invalidates all
sets from boneDescPool_. Stale handles were bound to command buffers during rendering, causing
cascading validation errors. Also add ImGui::Dummy() after SetCursorScreenPos in the shaman totem
bar to satisfy ImGui's window boundary extension assertion.
2026-04-15 13:22:30 -07:00
Kelsi
83eef878fb fix: validate displayId range and skip missing equipment textures
Reject displayId values >100k (corrupted update-field data) to avoid
pointless DBC lookups and log spam. Add fileExists() guard before
using base texture path in 4 equipment compositing code paths that
were falling through without checking, causing excessive "Texture not
found" warnings when users have incomplete MPQ extractions.
2026-04-14 04:20:28 -07:00
Kelsi
3be40c3b69 fix: resolve 7 code quality issues across PRs #59-63
- Remove stale kVOffset (-0.15) from zone_highlight_layer hover detection;
  the offset was removed from rendering but left in the hit-test path,
  shifting hover ~15% vertically
- Add null guard for cachedGameHandler_ in ChatPanel::inputTextCallback
  to prevent dereference before first render frame
- Zero WindowBorderSize in world map ImGui window to eliminate gap
  between window edge and map content
- Replace hardcoded cosmic highlight multipliers with displayH×displayH
  square rendering, preserving 1:1 aspect ratio at any resolution
- Skip transport waypoints where serverToCanonical zeroes nonzero input
  instead of silently building paths with broken (0,0,0) coordinates
- Use length-squared check (posLenSq > 1.0) for spline endpoint
  validation instead of per-component != 0 comparison, so entities
  near the world origin are no longer skipped
- Fix off-by-one in ChatPanel::insertChatLink buffer capacity check
2026-04-14 02:41:55 -07:00
Pavel Okhlopkov
ada019e0d4 refactor(chat): extract ItemTooltipRenderer, slim render(), consolidate utils
- Extract renderItemTooltip() (510 LOC) from ChatMarkupRenderer into
  dedicated ItemTooltipRenderer class; chat_markup_renderer.cpp 766→192 LOC
- Extract formatChatMessage(), detectChannelPrefix(), inputTextCallback()
  from render(); render() 711→376 LOC
- Consolidate replaceGenderPlaceholders() from 3 copies into
  chat_utils::replaceGenderPlaceholders(); remove 118 LOC duplicate from
  quest_log_screen.cpp, update 8 call sites in window_manager.cpp
- Delete chat_panel_commands.cpp (359 LOC) — absorb sendChatMessage,
  executeMacroText, PortBot helpers into chat_panel.cpp; move
  evaluateMacroConditionals to macro_eval_convenience.cpp
- Delete chat_panel_utils.cpp (229 LOC) — absorb small utilities into
  chat_panel.cpp
- Replace 3 forward declarations of evaluateMacroConditionals with
  #include "ui/chat/macro_evaluator.hpp"

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-12 15:46:03 +03:00
Pavel Okhlopkov
42f1bb98ea refactor(chat): decompose into modular architecture, add GM commands, fix protocol
- Extract ChatPanel monolith into 15+ focused modules under ui/chat/
  (ChatInput, ChatTabManager, ChatTabCompleter, ChatMarkupParser,
  ChatMarkupRenderer, ChatCommandRegistry, ChatBubbleManager,
  ChatSettings, MacroEvaluator, GameStateAdapter, InputModifierAdapter)
- Split 2700-line chat_panel_commands.cpp into 11 command modules
- Add GM command handling: 190-command data table, dot-prefix interception,
  tab-completion, /gmhelp with category filter
- Fix ChatType enum to match WoW wire protocol (SAY=0x01 not 0x00);
  values 0x00-0x1B shared across Vanilla/TBC/WotLK
- Fix BG_SYSTEM_* values from 82-84 (UB in bitmask shifts) to 0x24-0x26
- Fix infinite Enter key loop after teleport (disable TOGGLE_CHAT repeat,
  add 2-frame input cooldown)
- Add tests: chat_markup_parser, chat_tab_completer, gm_commands,
  macro_evaluator

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-12 14:59:56 +03:00
Pavel Okhlopkov
fff06fc932 refactor: decompose world map into modular component architecture
Break the monolithic 1360-line world_map.cpp into 16 focused modules
under src/rendering/world_map/:

Architecture:
- world_map_facade: public API composing all components (PIMPL)
- world_map_types: Vulkan-free domain types (Zone, ViewLevel, etc.)
- data_repository: DBC zone loading, ZMP pixel map, POI/overlay storage
- coordinate_projection: UV projection, zone/continent lookups
- composite_renderer: Vulkan tile pipeline + off-screen compositing
- exploration_state: server mask + local exploration tracking
- view_state_machine: COSMIC→WORLD→CONTINENT→ZONE navigation
- input_handler: keyboard/mouse input → InputAction mapping
- overlay_renderer: layer-based ImGui overlay system (OCP)
- map_resolver: cross-map navigation (Outland, Northrend, etc.)
- zone_metadata: level ranges and faction data

Overlay layers (each an IOverlayLayer):
- player_marker, party_dot, taxi_node, poi_marker, quest_poi,
  corpse_marker, zone_highlight, coordinate_display, subzone_tooltip

Fixes:
- Player marker no longer bleeds across continents (only shown when
  player is in a zone belonging to the displayed continent)
- Zone hover uses DBC-projected AABB rectangles (restored from
  original working behavior)
- Exploration overlay rendering for zone view subzones

Tests:
- 6 new test files covering coordinate projection, exploration state,
  map resolver, view state machine, zone metadata, and integration

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-12 09:52:51 +03:00
Pavel Okhlopkov
9c1ffae140 fix(ui): add keyboard navigation to character selection screen
Add Up/Down arrow keys to cycle through character list and Enter to
select. Claim arrow key ownership via SetKeyOwner to prevent ImGui nav
from moving focus to other widgets. Lock Enter key until release to
prevent the keypress from activating chat on the game screen.

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-10 19:50:40 +03:00
Pavel Okhlopkov
97106bd6ae fix(render): code quality cleanup
Magic number elimination:
- Create protocol_constants.hpp, warden_constants.hpp,
  render_constants.hpp, ui_constants.hpp
- Replace ~55 magic numbers across game_handler, warden_handler,
  m2_renderer_render

Reduce nesting depth:
- Extract 5 parseEffect* methods from handleSpellLogExecute
  (max indent 52 → 16 cols)
- Extract resolveSpellSchool/playSpellCastSound/playSpellImpactSound
  from 3× duplicate audio blocks in handleSpellGo
- Flatten SMSG_INVENTORY_CHANGE_FAILURE with early-return guards
- Extract drawScreenEdgeVignette() for 3 duplicate vignette blocks

DRY extract patterns:
- Replace 12 compound expansion checks with isPreWotlk() across
  movement_handler (9), chat_handler (1), social_handler (1)

const to constexpr:
- Promote 23+ static const arrays/scalars to static constexpr across
  12 source files

Error handling:
- Convert PIN auth from exceptions to std::optional<PinProof>
- Add [[nodiscard]] to 15+ initialize/parse methods
- Wrap ~20 unchecked initialize() calls with LOG_WARNING/LOG_ERROR

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-06 22:43:13 +03:00
Kelsi
c2681eead1 refactor: downgrade shutdown, warden, and misc diagnostics to DEBUG
Demote 44 more LOG_WARNING messages to LOG_DEBUG: warden module chunk
progress, entire shutdown/teardown sequence, transport manager connect,
inventory right-click slot, and warden handshake diagnostics. Keeps real
warnings (texture not found, slow handlers, stalls, integrity hash)
visible in the log.
2026-04-05 20:18:39 -07:00
Kelsi
069dd36698 fix(parsing): bail on suspicious maskBlockCount in CREATE_OBJECT blocks
When spline parsing consumes the wrong number of bytes, the subsequent
blockCount read lands on garbage data (e.g. 71 instead of ~5 for UNIT).
Previously the parser logged a warning but continued, reading garbage
mask/field data until hitting truncation. Now it returns false for
CREATE_OBJECT blocks with suspicious counts, letting the block loop
skip cleanly to the next entity.

Also downgrade ~44 diagnostic LOG_WARNING messages to LOG_DEBUG across
17 files (equipment, transport, DBC, heartbeat, chat, GO raypick, etc.)
to reduce log noise and make real warnings visible.
2026-04-05 20:12:17 -07:00
Paul
34c0e3ca28 chore(refactor): god-object decomposition and mega-file splits
Split all mega-files by single-responsibility concern and
partially extracting AudioCoordinator and
OverlaySystem from the Renderer facade. No behavioral changes.

Splits:
- game_handler.cpp (5,247 LOC) → core + callbacks + packets (3 files)
- world_packets.cpp (4,453 LOC) → economy/entity/social/world (4 files)
- game_screen.cpp  (5,786 LOC) → core + frames + hud + minimap (4 files)
- m2_renderer.cpp  (3,343 LOC) → core + instance + particles + render (4 files)
- chat_panel.cpp   (3,140 LOC) → core + commands + utils (3 files)
- entity_spawner.cpp (2,750 LOC) → core + player + processing (3 files)

Extractions:
- AudioCoordinator: include/audio/ + src/audio/ (owned by Renderer)
- OverlaySystem: include/rendering/ + src/rendering/overlay_system.*

CMakeLists.txt: registered all 17 new translation units.
Related handler/callback files: minor include fixups post-split.
2026-04-05 19:30:44 +03:00
Kelsi
09c1469956 fix(ui): show only zone name on character select, drop map/continent 2026-04-05 04:34:39 -07:00
Kelsi
2e30490fc5 fix(ui): show guild name and zone name on character select screen
Load area names from AreaTable.dbc (canonical zone names) in addition
to WorldMapArea.dbc so zone IDs from SMSG_CHAR_ENUM resolve to names.
Use lookupGuildName() to query and display guild names instead of raw
guild IDs.
2026-04-05 04:28:36 -07:00
Kelsi
53244d025c feat(repair): DBC-based repair cost estimation and UI display
Calculate repair costs client-side using DurabilityCosts.dbc and
DurabilityQuality.dbc. Block repair when player can't afford it and
only apply optimistic durability/gold updates when cost is verified.
Show repair cost next to the Repair All button in the vendor window.
2026-04-05 04:15:48 -07:00
Paul
e58f9b4b40 feat(animation): 452 named constants, 30-phase character animation state machine
Add animation_ids.hpp/cpp with all 452 WoW animation ID constants (anim::STAND,
anim::RUN, anim::FIRE_BOW, ... anim::FLY_BACKWARDS, etc.), nameFromId() O(1)
lookup, and flyVariant() compact 218-element ground→FLY_* resolver.

Expand AnimationController into a full state machine with 20+ named states:
spell cast (directed→omni→cast fallback chain, instant one-shot release),
hit reactions (WOUND/CRIT/DODGE/BLOCK/SHIELD_BLOCK), stun, wounded idle,
stealth animation substitution, loot, fishing channel, sit/sleep/kneel
down→loop→up transitions, sheathe/unsheathe combat enter/exit, ranged weapons
(BOW/GUN/CROSSBOW/THROWN with reload states), game object OPEN/CLOSE/DESTROY,
vehicle enter/exit, mount flight directionals (FLY_LEFT/RIGHT/UP/DOWN/BACKWARDS),
emote state variants, off-hand/pierce/dual-wield alternation, NPC
birth/spawn/drown/rise, sprint aura override, totem idle, NPC greeting/farewell.

Add spell_defines.hpp with SpellEffect (~45 constants) and SpellMissInfo
(12 constants) namespaces; replace all magic numbers in spell_handler.cpp.

Add GAMEOBJECT_BYTES_1 to update field table (all 4 expansion JSONs) and wire
GameObjectStateCallback. Add DBC cross-validation on world entry.

Expand tools/_ANIM_NAMES from ~35 to 452 entries in m2_viewer.py and
asset_pipeline_gui.py. Add tests/test_animation_ids.cpp.

Bug fixes included:
- Stand state 1 was animating READY_2H(27) — fixed to SITTING(97)
- Spell casts ended freeze-frame — add one-shot release animation
- NPC 2H swing probe chain missing ATTACK_2H_LOOSE (polearm/staff)
- Chair sits (states 2/4/5/6) incorrectly played floor-sit transition
- STOP(3) used for all spell casts — replaced with model-aware chain
2026-04-04 23:02:53 +03:00
Kelsi
1379e74c40 fix(dbc): runtime detection for ItemDisplayInfo texture field indices
Revert static JSON layout changes (15-22 back to 14-21) since WotLK
loads the Classic 23-field DBC. Add getItemDisplayInfoTextureFields()
helper that detects field count at runtime and adjusts the texture
base index accordingly (14 for 23-field, 15 for 25-field).
2026-04-03 22:05:38 -07:00
Kelsi
17c16150d6 fix(vulkan): MSAA crash on AMD RADV due to vkCreateRenderPass2 null dispatch
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Instance was created with Vulkan 1.1 but depthResolveSupported_ was gated
on the physical device's API version (1.2+ on RADV). This caused
vkCreateRenderPass2 (core 1.2) to dispatch through a null function pointer
when MSAA was enabled. Now requests 1.2 instance with 1.1 minimum fallback
and gates depth resolve on the actual instance API version. Also removes
all diagnostic crash-phase instrumentation from the previous investigation.
2026-04-03 20:58:32 -07:00
Kelsi
82267320b0 fix(diagnostics): add render-phase crash markers and improve signal handling
Add signal-safe render-phase markers throughout GameScreen::render() and
Application::render() so the crash handler can report which render call was
active when a SIGSEGV occurs. The AMD RADV crash backtrace only shows 2
frames due to missing frame pointers, making it impossible to identify the
actual crash site.

Changes:
- Add volatile g_crashRenderPhase marker updated before each major render call
- Upgrade Linux signal handler to sigaction with SA_SIGINFO for faulting address
- Set ImGui CheckVkResultFn to log silent Vulkan errors in ImGui backend
- Enable -fno-omit-frame-pointer in all build configs (not just Debug/RelWithDebInfo)
2026-04-03 20:19:33 -07:00
Kelsi
345b41b810 fix(auction): resolve item GUID with fallback and gate packet format
auctionSellItem now resolves the item GUID internally via
backpackSlotGuids_ with resolveOnlineItemGuid fallback, matching the
pattern used by vendor sell and item use. Previously the UI passed
the GUID directly from getBackpackItemGuid() with no fallback, so
items with unset slot GUIDs silently failed to list.

Also gates CMSG_AUCTION_SELL_ITEM format by expansion: Classic/TBC
omits the itemCount and stackCount fields that WotLK requires.
2026-04-03 18:46:49 -07:00
Kelsi
8d78976904 refactor(ui): extract shared helpers into ui_helpers.hpp
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DRY up renderAuraRemaining, fmtDurationCompact, classColorVec4,
classColorU32, entityClassId, classNameStr, kDispelNames, and
kRaidMarkNames — duplicated across game_screen, social_panel,
and combat_ui after the panel extraction refactors.
2026-04-03 03:45:39 -07:00
Kelsi
06a83537cf chore: re-remove dead functions reintroduced by PR #39 merge
The Lua refactor branch was based before the cleanup commit and
brought back allMacroCommands, getMacroShowtooltipArg (game_screen),
lfgJoinResultString, lfgTeleportDeniedString (game_handler).
2026-04-03 03:37:22 -07:00
Paul
a2814ab082 Merge commit '7f4c274e35' into chore/refactor-lua-engine 2026-04-03 07:35:57 +03:00
Paul
a916270a13 chore(lua): refactor addon Lua engine API + progress docs
- Refactor Lua addon integration:
  - Update CMakeLists.txt for addon build paths
  - Enhance addons API headers and Lua engine interface
  - Add new Lua API addon modules (`lua_api_helpers`, `lua_api_registrations`, `lua_services`, `lua_action_api`, `lua_inventory_api`, `lua_quest_api`, `lua_social_api`, `lua_spell_api`, `lua_system_api`, `lua_unit_api`)
  - Update implementation in addon_manager.cpp, lua_engine.cpp, application.cpp, game_handler.cpp
2026-04-03 07:31:06 +03:00
Kelsi
fe1c4c622b chore: remove dead functions left behind by handler extractions
685 lines of unused code duplicated into extracted handler files
(entity_controller, spell_handler, quest_handler, warden_handler,
social_handler, action_bar_panel, chat_panel, window_manager)
during PRs #33-#38. Build is now warning-free.
2026-04-02 14:47:04 -07:00
Paul
5af9f7aa4b chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.

AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
  emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()

Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
  directly, grouped by access pattern:
  - UIServices: settings_panel, game_screen, toast_manager, chat_panel,
    combat_ui, window_manager
  - GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
    social_handler, combat_handler
  - Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
  MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
Paul
1c0e9dd1df chore(application): extract appearance controller and unify UI flow
- Refactor UI application architecture: extracted appearance controller into ui_services.hpp + implementation updates
- Update UI components and managers to use new service layer:
  - `action_bar_panel`, `auth_screen`, `character_screen`, `chat_panel`, `combat_ui`, `dialog_manager`, `game_screen`, `settings_panel`, `social_panel`, `toast_manager`, `ui_manager`, `window_manager`
- Adjust core application entrypoints:
  - application.cpp
- Update component implementations for new controller flow:
  - action_bar_panel.cpp, `chat_panel.cpp`, `combat_ui.cpp`, `dialog_manager.cpp`, `game_screen.cpp`, `settings_panel.cpp`, `social_panel.cpp`, `toast_manager.cpp`, `window_manager.cpp`

These staged changes implement a major architectural refactor for UI/appearance controller separation
2026-04-01 20:59:17 +03:00
Paul
d43397163e refactor: decouple Application singleton by extracting core subsystems and updating interfaces
- Add `audio::AudioCoordinator` interface and implementation
- Modify `Application` to reduce singleton usage and move controller responsibilities:
  - application.hpp
  - application.cpp
- Update UI and audio headers/sources:
  - game_screen.hpp
  - game_screen.cpp
  - ui_manager.hpp
  - audio_coordinator.hpp
  - audio_coordinator.cpp
- Project config touched:
  - CMakeLists.txt
2026-04-01 20:38:37 +03:00
Paul
afeaa13562 chore(application): extract entity spawner + composer, apply app and UI updates
- add include/core/appearance_composer.hpp + src/core/appearance_composer.cpp
- update include/core/application.hpp + src/core/application.cpp
- update src/ui/game_screen.cpp
- adjust CMakeLists.txt and README.md for new composer module
2026-04-01 13:31:48 +03:00
Paul
0e6aaeb44e fix warnings, remove phases from commentaries 2026-03-31 20:11:28 +03:00
Paul
43aecab1ef Merge commit '32bb0becc8' into chore/game-screen-extract 2026-03-31 19:51:37 +03:00
Paul
c9353853f8 chore(game-ui): extract GameScreen domains
- Extracted `GameScreen` functionality into dedicated UI domains
- Added new panels:
  - `action_bar_panel`
  - `combat_ui`
  - `social_panel`
  - `window_manager`
- Updated `game_screen` + CMakeLists.txt integration
- Added new headers and sources under ui and ui
2026-03-31 19:49:52 +03:00
Paul
af9874484a chore(game-ui): extract GameScreen domains into DialogManager + SettingsPanel
- Add `DialogManager` + `SettingsPanel` UI modules
- Refactor `GameScreen` to delegate dialogs and settings to new domains
- Update CMakeLists.txt to include new sources
- Include header/source files:
  - dialog_manager.hpp
  - settings_panel.hpp
  - dialog_manager.cpp
  - settings_panel.cpp
  - game_screen.cpp
- Keep `GameScreen` surface behavior while decoupling feature responsibilities
2026-03-31 10:07:58 +03:00
Paul
9764286cae chore(game-screen): extract toast manager from game screen
- refactor: move toast UI logic into new `ToastManager` component
- add toast_manager.hpp + toast_manager.cpp
- update game_screen.hpp + game_screen.cpp to use `ToastManager`
- adjust app initialization in application.cpp
- keep root CMake target in CMakeLists.txt updated
2026-03-31 09:18:17 +03:00
Paul
0f1cd5fe9a chore(game-ui): extract chat panel into dedicated UI module
- moved chat panel logic out of `game_screen` into `chat_panel`
- added chat_panel.hpp and chat_panel.cpp
- updated game_screen.hpp and game_screen.cpp to integrate new `ChatPanel` component
- updated build config in CMakeLists.txt to include new UI module sources
2026-03-31 08:53:14 +03:00
Kelsi
cb17c69c40 docs: add why-comments to spellbook icon caching and DBC fallback
- Explain icon load deferral strategy: returning null without caching
  allows retry next frame when budget resets, rather than permanently
  blacklisting icons that were deferred due to rate-limiting
- Explain DBC field fallback logic: hard-coded WotLK indices are a
  safety net when dbc_layouts.json is missing; fieldCount >= 200
  distinguishes WotLK (234 fields) from Classic (148)
2026-03-30 17:32:07 -07:00
Kelsi
92369c1cec docs: add why-comments to rendering, packets, and UI code
- charge_effect: explain inversesqrt guard (prevents NaN on stationary
  character) and dust accumulator rate (30 particles/sec * 16ms)
- swim_effects: explain why insect pipeline disables depth test
  (screen-space sprites must render above water geometry)
- packet_parsers_classic: explain spline waypoint cap (DoS prevention)
  and packed GUID compression format (non-zero bytes only, mask byte)
- talent_screen: explain class ID to bitmask conversion (1-indexed
  WoW class IDs → power-of-2 mask for TalentTab.classMask matching)
- auth_screen: explain login music volume reduction (80% so UI sounds
  remain audible over background track)
2026-03-30 17:23:07 -07:00
Kelsi
4215950dcd refactor: extract class/race restriction helpers, add DBC fallback comment
- inventory_screen: extract renderClassRestriction() and
  renderRaceRestriction() from two identical 40-line blocks in quest
  info and item info tooltips. Both used identical bitmask logic,
  strncat formatting, and player-class/race validation (-49 lines net)
- world_map: add why-comment on AreaTable.dbc fallback field indices —
  explains that incorrect indices silently return wrong data and why
  the WotLK stock layout (ID=0, Parent=2, ExploreFlag=3) is chosen
  as the safest default
2026-03-30 15:45:48 -07:00
Kelsi
169595433a debug: add GO interaction diagnostics at every decision point
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Adds [GO-DIAG] WARNING-level logs at:
- Right-click dispatch (raypick hit / re-interact with target)
- interactWithGameObject entry + all BLOCKED paths
- SMSG_SPELL_GO (wasInTimedCast, lastGoGuid, pendingGoGuid state)
- SMSG_LOOT_RESPONSE (items, gold, guid)
- Raypick candidate GO positions (entity pos + hit center + radius)

These logs will pinpoint exactly where the interaction fails:
- No GO-DIAG lines = GOs not in entity manager / not visible
- Raypick GO pos=(0,0,0) = GO position not set from update block
- BLOCKED = guard condition preventing interaction
- SPELL_GO wasInTimedCast=false = timer race (already fixed)
2026-03-29 23:09:28 -07:00
Kelsi
f23a7c06d9 fix: nameplate click hitbox used name text width, not health bar width
The click region for targeting via nameplates was bounded by the name
text (nameX to nameX+textSize.x). Short names like "Wolf" produced a
~30px clickable strip, while the health bar below was 80px wide. Clicks
on the bar outside the name text bounds were ignored. Now uses the wider
of name text or health bar for the horizontal hit area.
2026-03-29 21:54:57 -07:00
Kelsi
5583573beb fix: eliminate last std::rand() calls — music shuffle and UI weather
zone_manager.cpp used std::rand() for music track selection with modulo
bias and global state. game_screen.cpp used std::rand() for rain/snow
particle positions. Both now use local std::mt19937 seeded from
random_device. Also removes the global srand(time(nullptr)) call since
no code depends on the C rand() seed anymore.

No std::rand() or srand() calls remain in the codebase.
2026-03-29 21:01:51 -07:00
Kelsi
f02be1ffac fix: tolower/toupper UB on signed char at 10 remaining call sites
Final sweep across mpq_manager, application, auth_screen, wmo_renderer,
character_renderer, and terrain_manager. All now use the unsigned char
cast pattern. No remaining bare ::tolower/::toupper or std::tolower(c)
calls on signed char in the codebase.
2026-03-29 20:27:16 -07:00
Kelsi
27b2322444 fix: chat mention highlight only covered first line of wrapped messages
The golden tint rect was drawn before rendering with a hardcoded single-
line height. Multi-line wrapped messages only had the first line
highlighted. Now drawn after EndGroup() using GetItemRectMin/Max so the
rect covers all wrapped lines.

Also fixes std::tolower(char) UB at two call sites — negative char
values (extended ASCII) are undefined behavior without unsigned cast.
2026-03-29 19:43:38 -07:00
Kelsi
e629898bfb fix: nameplate health bar division by zero when maxHealth is 0
Freshly spawned entities have maxHealth=0 before fields populate.
0/0 produces NaN which propagates through all geometry calculations
for that nameplate frame. Guard with a maxHealth>0 check.
2026-03-29 19:08:51 -07:00
Kelsi
0795430390 cleanup: remove dead pos=0 reassignment and demote chat logs to DEBUG
Quest log had a redundant pos=0 right after initialization. Chat handler
logged every incoming/outgoing message at WARNING level, flooding the
log and obscuring genuine warnings.
2026-03-29 18:11:49 -07:00
Kelsi
309fd11a7b fix: cast bar invisible due to stale ImGui saved window position
The cast bar window used ImGuiCond_FirstUseEver for positioning, so
ImGui's .ini state restored a stale off-screen position from a prior
session. Switch to ImGuiCond_Always and add NoSavedSettings flag so
the bar always renders centered near the bottom of the screen.

Also demotes remaining diagnostic logs to LOG_DEBUG.
2026-03-29 17:20:02 -07:00
Kelsi
11571c582b fix: hearthstone from action bar, far teleport loading screen
Action bar hearthstone: the slot was type SPELL (spell 8690) not ITEM.
castSpell sends CMSG_CAST_SPELL which the server rejects for item-use
spells. Now detects item-use spells via getItemIdForSpell() and routes
through useItemById() instead, sending CMSG_USE_ITEM correctly.

Far same-map teleport: hearthstone on the same continent (e.g., Westfall
→ Stormwind on Azeroth) skipped the loading screen, so the player fell
through unloaded terrain. Now triggers a full world reload with loading
screen for teleports > 500 units, with the warmup ground check ensuring
WMO floors are loaded before spawning.
2026-03-28 14:55:58 -07:00
Kelsi
21fb2aa11c fix: backpack window jumps position when selling items (missing ##id in title) 2026-03-28 14:42:21 -07:00
Kelsi
b9ac3de498 tweak: camera defaults stiffness=30, pivot height=1.6 2026-03-28 11:45:21 -07:00
Kelsi
416e091498 feat: add Camera Stiffness and Pivot Height settings for motion comfort
Camera Stiffness (default 20, range 5-100): controls how tightly the
camera follows the player. Higher values = less sway/lag. Users who
experience motion sickness can increase this to reduce floaty camera.

Camera Pivot Height (default 1.8, range 0-3): height of the camera
orbit point above the player's feet. Lower values reduce the
"detached/floating" feel that can cause nausea. Setting to 0 puts the
pivot at foot level (ground-locked camera).

Both settings saved to settings file and applied via sliders in the
Gameplay tab of the Settings window.
2026-03-28 11:39:37 -07:00
Kelsi
2af3594ce8 perf: eliminate per-frame heap allocs in M2 renderer; UI polish and report
Some checks are pending
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M2 renderer: move 3 per-frame local containers to member variables:
- particleGroups_ (unordered_map): reuse bucket structure across frames
- ribbonDraws_ (vector): reuse draw call buffer
- shadowTexSetCache_ (unordered_map): reuse descriptor cache
Eliminates ~3 heap allocations per frame in particle/ribbon/shadow passes.

UI polish:
- Nameplate hover tooltip showing level, class (players), guild name
- Bag window titles show slot counts: "Backpack (12/16)"

Player report: CMSG_COMPLAIN packet builder and reportPlayer() method.
"Report Player" option in target frame right-click menu for other players.
Server response handler (SMSG_COMPLAIN_RESULT) was already implemented.
2026-03-27 18:21:47 -07:00