Commit graph

23 commits

Author SHA1 Message Date
Kelsi
63b4394e3e feat: world-space floating combat text above entities
Combat text (damage, heals, misses, crits, etc.) now floats above the
target entity in 3D space instead of appearing at fixed screen positions.
Text rises upward from the entity's head, with random horizontal stagger
to prevent stacking. HUD-only types (XP, Honor, Procs) and entries
without a valid entity anchor fall back to the original screen overlay.
2026-03-18 09:54:52 -07:00
Kelsi
488ec945b6 feat: display glancing and crushing blows in combat text and log
Add GLANCING (hitInfo 0x800) and CRUSHING (hitInfo 0x1000) as distinct
combat text types so players see mechanics feedback they expect from
Classic/TBC content:
- Glancing: shown as "~{amount}" in muted yellow/red; "glances for N" in
  the combat log
- Crushing: shown as "{amount}!" in bright orange/red; "crushes for N!"
  in the combat log
Both types are counted toward DPS meter accumulation. AttackerStateUpdateData
gains isGlancing()/isCrushing() helpers alongside the existing isCrit()/isMiss().
2026-03-17 18:51:48 -07:00
Kelsi
8b57e6fa45 feat: add HONOR_GAIN floating combat text for PvP honor gains
Show '+X Honor' floating text in gold when SMSG_PVP_CREDIT is received,
matching WoW's native behavior. Also add HONOR_GAIN to the combat log
panel for a complete record. Previously only a chat message was added.
2026-03-17 14:38:57 -07:00
Kelsi
2d53ff0c07 feat: show environmental damage type in combat text and log
Fall, lava, drowning, fatigue, slime, and fire damage now display their
specific type instead of generic "Environmental damage" in both floating
combat text and the combat log window. The envType byte from
SMSG_ENVIRONMENTAL_DAMAGE_LOG is propagated via the powerType field to
the display layer. Added powerType to CombatLogEntry for consistent
access in the persistent combat log.
2026-03-17 10:54:07 -07:00
Kelsi
64483a31d5 fix(combattext): show power drain separately from damage 2026-03-13 23:56:44 -07:00
Kelsi
57265bfa4f fix(combattext): render evade results explicitly 2026-03-13 23:32:57 -07:00
Kelsi
77d53baa09 fix(combattext): render deflect and reflect miss events 2026-03-13 23:08:49 -07:00
Kelsi
3ef5b546fb fix(combatlog): render instakill events explicitly 2026-03-13 22:22:00 -07:00
Kelsi
c45951b368 fix(combatlog): distinguish spellsteal from dispel 2026-03-13 19:58:37 -07:00
Kelsi
e51b215f85 feat: add DISPEL and INTERRUPT combat log entries for dispel/spellsteal/interrupt events
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2026-03-13 12:03:07 -07:00
Kelsi
4507a223cc feat: color-code ENERGIZE combat text by power type
Mana (0)=blue, Rage (1)=red, Focus (2)=orange, Energy (3)=yellow,
Runic Power (6)=teal. Previously all energize events showed as blue
regardless of resource type, making it impossible to distinguish
e.g. a Warrior's Rage generation from a Mage's Mana return.

Power type is now captured from SMSG_SPELLENERGIZELOG (uint8) and
SMSG_PERIODICAURALOG OBS_MOD_POWER/PERIODIC_ENERGIZE (uint32 cast
to uint8) and stored in CombatTextEntry::powerType.
2026-03-13 06:08:21 -07:00
Kelsi
661f7e3e8d feat: add persistent combat log window (/combatlog or /cl)
Stores up to 500 combat events in a rolling deque alongside the existing
floating combat text. Events are populated via the existing addCombatText()
call site, resolving attacker/target names from the entity manager and
player name cache at event time.

- CombatLogEntry struct in spell_defines.hpp (type, amount, spellId,
  isPlayerSource, timestamp, sourceName, targetName)
- getCombatLog() / clearCombatLog() accessors on GameHandler
- renderCombatLog() in GameScreen: scrollable two-column table (Time +
  Event), color-coded by event category, with Damage/Healing/Misc filter
  checkboxes, auto-scroll toggle, and Clear button
- /combatlog (/cl) chat command toggles the window
2026-03-12 11:00:10 -07:00
Kelsi
3e8f03c7b7 feat: add PROC_TRIGGER floating combat text for spell procs
Handles SMSG_SPELL_CHANCE_PROC_LOG (previously silently ignored) to
display gold "PROC!" floating text when the player triggers a spell
proc. Reads caster/target packed GUIDs and spell ID from the packet
header; skips variable-length effect payload.

Adds CombatTextEntry::PROC_TRIGGER type with gold color rendering,
visible alongside existing damage/heal/energize floating numbers.
2026-03-12 06:06:41 -07:00
Kelsi
e902375763 feat: add ABSORB and RESIST combat text types for spell misses
Adds dedicated CombatTextEntry::Type entries for ABSORB (miss type 7)
and RESIST (miss type 8), replacing the generic MISS display. Updates
missTypes arrays in SMSG_SPELLLOGMISS and SMSG_SPELL_GO, and adds
light-blue "Absorb" and grey "Resist" rendering in the combat text overlay.
2026-03-11 03:23:01 -07:00
Kelsi
151303a20a Implement SMSG_SPELLDAMAGESHIELD, SMSG_SPELLORDAMAGE_IMMUNE; route MSG_MOVE in SMSG_MULTIPLE_MOVES
- SMSG_SPELLDAMAGESHIELD: parse victim/caster/damage fields and show SPELL_DAMAGE
  combat text for player-relevant events (damage shields like Thorns)
- SMSG_SPELLORDAMAGE_IMMUNE: parse packed caster/victim guids and show new
  IMMUNE combat text type when player is involved in an immunity event
- Add CombatTextEntry::IMMUNE type to spell_defines.hpp and render it as
  white "Immune!" in the combat text overlay
- handleCompressedMoves: add MSG_MOVE_* routing so SMSG_MULTIPLE_MOVES
  sub-packets (player movement batches) are dispatched to handleOtherPlayerMovement
  instead of logged as unhandled; fix runtime-opcode lookup (non-static array)
2026-03-09 20:15:34 -07:00
Kelsi
18a3a0fd01 Add XP_GAIN combat text type; show '+N XP' in purple on kills
XP gain was previously shown as a HEAL entry (green +N) which conflates
it with actual healing.  New XP_GAIN type renders as purple '+N XP' in the
outgoing column, matching WoW's floating XP style.
2026-03-09 17:13:31 -07:00
Kelsi
f1d31643fc Implement SMSG_SPELLENERGIZELOG and fix missing combat text cases
Parse SPELLENERGIZELOG (victim/caster packed GUIDs + spellId + powerType +
amount) and emit ENERGIZE combat text for mana/energy gains.  Add ENERGIZE
to CombatTextEntry::Type enum (blue +N text).

Also add explicit renderCombatText cases for BLOCK, PERIODIC_DAMAGE,
PERIODIC_HEAL, and ENVIRONMENTAL — previously all fell through to the
colourless default handler.
2026-03-09 16:55:23 -07:00
Kelsi
1e08d6ff22 Show target buffs/debuffs on target frame and fix stance error message
- Add aura icons below target frame with buff/debuff color coding
- Show spell icons with hover tooltips and duration countdowns
- Change SPELL_FAILED_ONLY_SHAPESHIFT message to cover warrior stances
2026-02-23 06:37:15 -08:00
Kelsi
76e1aef62d Improve combat messages: power-type-aware errors, fix chat line breaks, better wording
- getSpellCastResultString now returns "Not enough rage/energy/focus/runic power" based on player power type instead of always "Not enough mana"
- Fix NPC combat messages concatenating onto previous lines by combining prefix+body into single renderTextWithLinks call instead of TextWrapped+SameLine
- Improve generic error strings to be more WoW-authentic (Invalid target, Target not in line of sight, etc.)
2026-02-19 19:33:02 -08:00
Kelsi
55fd692c1a Fix buff bar: opcode merge, isBuff flag, and duration countdown
Root cause: OpcodeTable::loadFromJson() cleared all mappings before
loading the expansion JSON, so any WotLK opcode absent from Turtle WoW's
opcodes.json (including SMSG_AURA_UPDATE and SMSG_AURA_UPDATE_ALL) was
permanently lost. Changed loadFromJson to patch/merge on top of existing
defaults so only explicitly listed opcodes are overridden.

Also fix isBuff border color: was testing flag 0x02 (effect 2 active)
instead of 0x80 (negative/debuff flag).

Add client-side duration countdown: AuraSlot.receivedAtMs is stamped
when the packet arrives; getRemainingMs(nowMs) subtracts elapsed time so
buff tooltips show accurate remaining duration instead of stale snapshot.
2026-02-17 15:49:12 -08:00
Kelsi
848f419ac4 Fix spell cast error messages, action bar drag-drop, and player name display
- Rewrite SpellCastResult enum to match AzerothCore 3.3.5a values (was misaligned, showing wrong error messages like "Not while trading" instead of "Unit not in front")
- Fix spellbook-to-action-bar drag-drop by using ImGuiHoveredFlags_AllowWhenBlockedByActiveItem for cross-window hover detection
- Fix player frame showing wrong character name by looking up activeCharacterGuid instead of always using characters[0]
- Clear playerNameCache on disconnect to prevent stale names across sessions
2026-02-06 21:25:35 -08:00
Kelsi
2ddef93f52 Fix spell targeting, item query parsing, loot UI, hair/skin textures, and attack animations
Fix spell cast target fallback using selected target instead of no-op tautology.
Fix SMSG_ITEM_QUERY_SINGLE_RESPONSE to always read 10 stat pairs (server sends
all 10 regardless of statsCount), fixing misaligned armor/stat reads. Fix XP gain
parser to read float groupRate + uint8 RAF instead of bogus uint32 groupBonus.
Add item icons and quality-colored names to loot window. Use actual character
appearance bytes for CharSections.dbc skin/face/hair lookups instead of hardcoded
defaults. Add weapon-type-aware attack animation selection (2H prioritizes anim 18).
Add readable spell cast failure messages and vendor sell hint.
2026-02-06 15:41:29 -08:00
Kelsi
c49bb58e47 Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:

- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
  name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
  tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
  cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
  /invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface

Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:31:03 -08:00