Commit graph

209 commits

Author SHA1 Message Date
Kelsi
eace8753c6 Fix taxi griffin animation and improve mount texture loading
Use FlyForward/FlyIdle animations (IDs 158/159) for taxi mounts instead
of ground movement animations (Stand/Run). Add detailed mount texture
debug logging and improve fallback texture resolution for gryphon/wyvern
models with multiple skin slots.
2026-02-17 01:16:23 -08:00
Kelsi
a1457ee801 Fix NPC textures, bag item interactions, and Classic item query parsing
Rebuild creature display lookups after expansion-specific DBC layout loads
(was using WotLK defaults before turtle layout was available). Add full
drag-and-drop support for bag items with server-side CMSG_SWAP_ITEM packets.
Add Classic-specific SMSG_ITEM_QUERY_SINGLE_RESPONSE parser for Vanilla
format differences (fewer damage types, no scaling stats, no Flags2).
2026-02-17 01:00:04 -08:00
Kelsi
35034ca544 Throttle player equipment compositing and spawning to fix walking stutter
Defer equipment texture compositing to a queue processed max 1 per frame
instead of compositing immediately on callback (each compositeWithRegions
call does file I/O + CPU blit + GPU upload on the main thread). Reduce
MAX_SPAWNS_PER_FRAME from 96 to 8 and increase inspect rate limit from
0.75s to 2s. Demote noisy per-frame logs to DEBUG level.
2026-02-16 00:51:59 -08:00
Kelsi
dcd6c488fa Clean up bare shin geoset comments 2026-02-15 20:59:29 -08:00
Kelsi
ed6b305158 Fix character geoset mapping and texture corruption on equipment change
Corrected CharGeosets group assignments verified via vertex bounding boxes:
- Group 4 (401+) = gloves/forearms, Group 5 (501+) = boots/shins,
  Group 8 (801+) = sleeves (chest-controlled), Group 9 = kneepads,
  Group 13 (1301+) = pants/trousers, Group 20 (2002) = bare feet
- Changed bare shin default from 501 to 502 for better width match
  with thigh mesh (0.39 vs 0.32, thighs are 0.42)
- Added clearCompositeCache() to prevent stale composite textures
  from being reused across equipment changes
- Fixed character preview geoset defaults to match corrected mapping
2026-02-15 20:53:01 -08:00
Kelsi
9bc8c5c85a Fix character texture compositing and add YouTube video to README
Use authoritative WoW Model Viewer atlas coordinates (256x256 reference)
for face, underwear, and body region placement. Previously all coordinates
were hardcoded at 512x512 scale causing overlays to be clipped on the
256x256 base skin. Also include face upper+lower textures from
CharSections.dbc in compositing for both player and other-player characters.
2026-02-15 12:53:15 -08:00
Kelsi
7f0eceaacc Fix PopStyleVar mismatches and character geoset IDs
Fix 9 PopStyleVar(2) calls that should be PopStyleVar(1) across
player frame, target frame, cast bar, party frames, buff bar, escape
menu, death dialog, and resurrect dialog. Fix action bar from
PopStyleVar(2) to PopStyleVar(4) to match 4 pushes.

Fix character geoset defaults: 301→302 (bare hands), 701→702 (ears),
1501→1502 (back/cloak), add 802 (wristbands). No WoW character model
uses geoset 301/701/1501; all use 302/702/1502 as base. This fixes
missing hands/arms on undead and other races with separate hand meshes.
2026-02-15 06:09:38 -08:00
Kelsi
d7e2b26af7 Unify asset system: one asset set, always high-res
Remove HDPackManager, expansion overlay manifests, and BLP size-comparison
logic. Assets now resolve through a single manifest with a simple override
directory (Data/override/) for future HD upgrades.
2026-02-15 04:18:34 -08:00
Kelsi
ef0b1b45ef Fix grey WMO curtains by skipping window/sky materials, fix /unstuck
- Skip WMO batches with material flags F_SIDN (0x20) or F_WINDOW (0x40)
  which are transparent sky/window panes that render as grey curtains
- Fix /unstuck: always nudge 5 units forward first, then sample floor at
  destination instead of teleporting back to last safe position (which
  could be the stuck location itself)
2026-02-14 21:15:28 -08:00
Kelsi
d27387d744 Fix mount sounds, grey WMO meshes, taxi landing, tree animations, and classic dismount
- Per-family mount sounds (kodo, tallstrider, mechanostrider, etc.) detected from M2 model path
- Skip WMO groups with SHOW_SKYBOX flag or all-untextured batches (grey mesh in Orgrimmar)
- Freeze physics during taxi landing until terrain loads to prevent falling through void
- Disable bone animations on tropical vegetation (palm, bamboo, banana, etc.) to fix wiggling
- Snap player to final taxi waypoint on flight completion
- Extract mount aura spell ID from classic UNIT_FIELD_AURAS for CMSG_CANCEL_AURA dismount
- Increase /unstuck forward nudge to 5 units
2026-02-14 21:04:20 -08:00
Kelsi
bf31da8c13 Add MCLQ water, TaxiPathNode transports, and vanilla M2 particles
- Parse MCLQ sub-chunks in vanilla ADTs for water rendering (WotLK uses MH2O)
- Load TaxiPathNode.dbc for MO_TRANSPORT world-coordinate paths (vanilla boats)
- Parse data[] from SMSG_GAMEOBJECT_QUERY_RESPONSE (taxiPathId for transports)
- Support vanilla M2 particle emitters (504-byte struct, different from WotLK 476)
- Add character preview texture diagnostic logging
- Fix disconnect handling on character screen (show error only when no chars)
2026-02-14 20:20:43 -08:00
Kelsi
a96dc4ebcc Clear game handler DBC caches on expansion switch
Add resetDbcCaches() to GameHandler to clear stale spell name, skill,
taxi, and talent caches when switching expansions. Called from
reloadExpansionData() so switching servers (e.g. WotLK to Turtle)
reloads DBC data instead of using stale entries from the previous
expansion.
2026-02-14 19:27:35 -08:00
Kelsi
7f9439d774 Reset realm and character lists when switching servers
Add reset() to RealmScreen and CharacterScreen to clear stale selection
state. Clear auth handler realm list on reconnect. Reset both screens
when going back to login or back to realm selection, so switching
servers shows fresh data instead of stale lists from the previous
connection.
2026-02-14 19:24:31 -08:00
Kelsi
8282583b9a Fix equipment textures: correct DBC field indices and stop texture cycling
Binary ItemDisplayInfo.dbc has 23 fields with texture components at
14-21, not 15-22. The previous "fix" shifted all fields by +1 which
read wrong columns and broke both player and NPC equipment rendering.

Also fix local player texture cycling: rebuildOnlineInventory() was
called on every item query response (including for other players),
unconditionally setting onlineEquipDirty_ which triggered redundant
texture recompositing. Now tracks previous equipment displayInfoIds
and only sets dirty when they actually change.

Unified all 3 equipment texture code paths (local player, other
players, NPCs) to use the DBC layout system with correct field 14
base index.
2026-02-14 16:33:24 -08:00
Kelsi
148f63cffe Fix off-by-one in ItemDisplayInfo texture component fields
Texture regions are at DBC fields 15-22, not 14-21. Field 14 is
HelmetGeosetVis[1] (uint32), and getString() on it returned random
strings from the DBC string block, causing garbled textures on
players and missing leg textures on other characters.
2026-02-14 15:54:23 -08:00
Kelsi
3675721016 Improve equipment texture performance and accuracy
Cache composite textures by input key so identical NPC equipment
combos share one GPU texture. Use DBC layout system for
ItemDisplayInfo texture component fields instead of hardcoded
indices (cross-expansion support). Selective player equipment
re-emission on item query response instead of broadcasting to
all players.
2026-02-14 15:48:58 -08:00
Kelsi
d4bea91e37 Fix naked players and NPC gear textures
Default PLAYER_VISIBLE_ITEM layout to known WotLK 3.3.5a values
(base=284, stride=2) so equipment reads work immediately without
waiting for heuristic detection. Add equipment texture compositing
for humanoid NPCs over baked body textures using ItemDisplayInfo.dbc
region lookups (texture-only, no geoset changes to avoid invisibility).
2026-02-14 15:43:09 -08:00
Kelsi
ca3150e43d Fix mesh artifacts on vanilla/TBC M2 models when using expansion overlays
Vanilla (v256) and TBC (v263) M2 files embed skin data directly, parsed
during M2Loader::load(). The code unconditionally loaded external .skin
files afterwards, which resolved to WotLK-format .skin files (48-byte
submeshes) from the base manifest — overwriting the correctly parsed
embedded skin (32-byte submeshes) and causing mesh corruption on all
character models. Guard all 13 loadSkin() call sites with version >= 264
so external .skin files are only loaded for WotLK M2s that need them.
2026-02-14 13:57:54 -08:00
Kelsi
5b08e47941 Fix character creation for expansion-filtered servers (Turtle WoW)
Filter races/classes in character creation screen by expansion profile
constraints, add 10s server response timeout, and reset Warden crypto
state on disconnect so reconnections use the correct session key.
2026-02-14 00:57:33 -08:00
Kelsi
886f4daf2e Add per-expansion asset overlay system and fix CharSections DBC layout
Expansion overlays allow each expansion to supplement the base asset data
via an assetManifest field in expansion.json, loaded at priority 50 (below
HD packs). The asset extractor gains --reference-manifest for delta-only
extraction. Also fixes CharSections field indices (VariationIndex=4,
ColorIndex=5, Texture1=6) across all DBC layout references.
2026-02-14 00:00:26 -08:00
Kelsi
2774b47867 Fix movement animations and NPC baked textures 2026-02-13 20:19:33 -08:00
Kelsi
d3211f5493 Show online player equipment 2026-02-13 20:10:19 -08:00
Kelsi
5afd1b65a8 Fix Turtle/Classic parsing and online player textures 2026-02-13 19:40:54 -08:00
Kelsi
fb0ae26fe6 Vanilla/Turtle WoW compatibility: fix UPDATE_OBJECT, chat, equipment, creatures
- Route SMSG_UPDATE_OBJECT through polymorphic parsers for correct
  vanilla format (uint8 updateFlags, 6 speeds vs WotLK uint16/9)
- Fix SMSG_DESTROY_OBJECT for vanilla (8 bytes, no isDeath field)
- Add MSG_MOVE_* handlers for other player movement relay
- Add ClassicPacketParsers::parseMessageChat with targetGuid read
  and monster-type name handling
- Resolve chat sender names from player name cache before display
- Fix CSV DBC field 0 always treated as numeric ID (fixes 16+ garbled
  Turtle CSVs including Map, AreaTable, Spell, CreatureDisplayInfo)
- Add CSV DBC validation: reject garbled CSVs (>80% zero IDs) and
  fall back to binary DBC files
- Fix ItemDisplayInfo texture component field index (14+ not 15+)
  for binary DBC with gender-aware suffix resolution
- Spawn other players as visible M2 models via creature callback
- Map name cache dedup prevents overwrites from duplicate CSV records
2026-02-13 18:59:09 -08:00
Kelsi
430c2bdcfa Vanilla/Turtle WoW support: M2 loading, bone parsing, textures, auth
- Vanilla M2 bone struct (108 bytes) with 28-byte animation tracks
- Version-aware bone parsing (vanilla vs WotLK format detection)
- Fix CharSections.dbc field layout for vanilla (variation/color at 4-5)
- Remove broken CharSections.csv files (all fields marked as strings)
- Expansion data reload on profile switch (DBC cache clear, layout reload)
- Vanilla packet encryption (VanillaCrypt XOR-based header crypt)
- Extended character preview geoset range (0-99) for vanilla models
- DBC cache clear support in AssetManager
2026-02-13 16:53:28 -08:00
Kelsi
81e082dc46 World auth: include realmId in AUTH_SESSION 2026-02-13 01:51:49 -08:00
Kelsi
f247d53309 Add expansion DBC CSVs, Turtle support, and server-specific login 2026-02-13 00:10:01 -08:00
Kelsi
7092844b5e Add multi-expansion support with data-driven protocol layer
Replace hardcoded WotLK protocol constants with a data-driven architecture
supporting Classic 1.12.1, TBC 2.4.3, and WotLK 3.3.5a. Each expansion
has JSON profiles for opcodes, update fields, and DBC layouts, plus C++
polymorphic packet parsers for binary format differences (movement flags,
speed fields, transport data, spline format, char enum layout).

Key components:
- ExpansionRegistry: scans Data/expansions/*/expansion.json at startup
- OpcodeTable: logical enum <-> wire values loaded from JSON
- UpdateFieldTable: field indices loaded from JSON per expansion
- DBCLayout: schema-driven DBC field lookups replacing magic numbers
- PacketParsers: WotLK/TBC/Classic parsers with correct flag positions
- Multi-manifest AssetManager: layered manifests with priority ordering
- HDPackManager: overlay texture packs with expansion compatibility
- Auth screen expansion picker replacing hardcoded version dropdown
2026-02-12 22:56:36 -08:00
Kelsi
652f9e64fc Always notify TransportManager for server-marked transports 2026-02-12 15:45:53 -08:00
Kelsi
76edd3260f Infer and animate elevator transport paths 2026-02-12 15:38:39 -08:00
Kelsi
c5ecf7d475 Log transport registration mode (client vs server) 2026-02-12 15:35:31 -08:00
Kelsi
e4e61c5f3d Fix Thunder Bluff elevator transport overrides 2026-02-12 15:11:23 -08:00
Kelsi
3dac9ae657 Fix yaw conversions for online movement/entities 2026-02-12 15:08:21 -08:00
Kelsi
275914b4db Fix character appearance, previews, mount seat, and online unequip 2026-02-12 14:55:27 -08:00
Kelsi
615efd01b7 Harden packet framing/logging and checkpoint current workspace state 2026-02-12 02:27:59 -08:00
Kelsi
ef6be2f186 Auto-unsheath weapons on combat engage 2026-02-12 00:15:51 -08:00
Kelsi
5d63bb0988 Queue transport pre-spawn moves and add Z weapon sheath toggle 2026-02-12 00:14:39 -08:00
Kelsi
d6e7b0809c Fix transport sync and stabilize WMO/tunnel grounding 2026-02-12 00:04:53 -08:00
Kelsi
5171f9cad4 Fix taxi state sync and transport authority; reduce runtime log overhead; restore first-person self-hide 2026-02-11 22:27:02 -08:00
Kelsi
40b50454ce Stabilize taxi/state sync and creature spawn handling 2026-02-11 21:14:35 -08:00
Kelsi
38cef8d9c6 Fix taxi startup/attachment and reduce taxi streaming hitches 2026-02-11 19:28:15 -08:00
Kelsi
f752a4f517 Fix NPC visibility and stabilize world transport/taxi updates 2026-02-11 18:25:04 -08:00
Kelsi
5dae994830 Stabilize transports and correct minimap orientation 2026-02-11 17:30:57 -08:00
Kelsi
c20d5441d0 Fix transport update handling, add desktop/icon resources, and clean repo artifacts 2026-02-11 15:24:05 -08:00
Kelsi
55a40fc3aa Add transport registration to movement packets (WIP - awaiting server MOVEMENT updates)
- Added transport fields to MovementInfo struct (transportGuid, transportX/Y/Z/O, transportTime)
- Updated MovementPacket::build() to serialize transport data when ONTRANSPORT flag set
- Modified GameHandler::sendMovement() to include transport info when player on transport
- Fixed coordinate conversion for transport offsets (server↔canonical)
- Added transport tracking in both CREATE_OBJECT and MOVEMENT update handlers
- Connected M2Renderer to WMORenderer for hierarchical doodad transforms
- Server-authoritative transport movement (no client-side animation)

Issue: Server not sending MOVEMENT updates for transports, so they remain stationary.
Transports register successfully but don't animate without server position updates.
2026-02-11 02:23:37 -08:00
Kelsi
f3f3b62880 Transport hell 2026-02-11 00:54:38 -08:00
Kelsi
2e923311d0 Add transport system, fix NPC spawning, and improve water rendering
Transport System (Phases 1-7):
- Implement TransportManager with Catmull-Rom spline path interpolation
- Add WMO dynamic transforms for moving transport instances
- Implement player attachment via world position composition
- Add test transport with circular path around Stormwind harbor
- Add /transport board and /transport leave console commands
- Reuse taxi flight spline system and external follow camera mode

NPC Spawn Fixes:
- Add smart ocean spawn filter: blocks land creatures at high altitude over water (Z>50)
- Allow legitimate water creatures at sea level (Z≤50) to spawn correctly
- Fixes Elder Grey Bears, Highland Striders, and Plainscreepers spawning over ocean
- Snap online creatures to terrain height when valid ground exists

NpcManager Removal:
- Remove deprecated NpcManager (offline mode no longer supported)
- Delete npc_manager.hpp and npc_manager.cpp
- Simplify NPC animation callbacks to use only creatureInstances_ map
- Move NPC callbacks to game initialization in application.cpp

Water Rendering:
- Fix tile seam gaps caused by per-vertex wave randomization
- Add distance-based blending: seamless waves up close (<150u), grid effect far away (>400u)
- Smooth transition between seamless and grid modes (150-400 unit range)
- Preserves aesthetic grid pattern at horizon while eliminating gaps when swimming
2026-02-10 21:29:10 -08:00
Kelsi
c623fcef51 Add property-based mount animation discovery and procedural lean
Mount Animation System:
- Property-based jump animation discovery using sequence metadata
- Chain linkage scoring (nextAnimation/aliasNext) for accurate detection
- Correct loop detection: flags & 0x01 == 0 means looping
- Avoids brake/stop animations via blendTime penalties
- Works on any mount model without hardcoded animation IDs

Mount Physics:
- Physics-based jump height: vz = sqrt(2 * g * h)
- Configurable MOUNT_JUMP_HEIGHT constant (1.0m default)
- Procedural lean into turns for ground mounts
- Smooth roll based on turn rate (±14° max, 6x/sec blend)

Audio Improvements:
- State-machine driven mount sounds (jump, land, rear-up)
- Semantic sound methods (no animation ID dependencies)
- Debug logging for missing sound files

Bug Fixes:
- Fixed mount animation sequencing (JumpStart → JumpLoop → JumpEnd)
- Fixed animation loop flag interpretation (0x20 vs 0x21)
- Rider bone attachment working correctly during all mount actions
2026-02-10 19:30:45 -08:00
Kelsi
71d14b77c9 Implement WoW-style 3D billboard quest markers
Replace 2D ImGui text markers with proper 3D billboard sprites using BLP textures.

Features:
- Billboard rendering using Interface\GossipFrame\ BLP textures (yellow !, yellow ?, grey ?)
- WoW-style visual effects: bob animation, distance-based scaling, glow pass, distance fade
- Proper NPC height positioning with bounding box detection
- Camera-facing quads with depth testing but no depth write
- Shader-based alpha modulation for glow and fade effects

Technical changes:
- Created QuestMarkerRenderer class with billboard sprite system
- Integrated into Renderer initialization for both online and offline terrain loading
- Rewrote updateQuestMarkers() to use billboard system instead of M2 models
- Disabled old 2D ImGui renderQuestMarkers() in game_screen.cpp
- Added debug logging for initialization and marker tracking

Quest markers now render with proper WoW visual fidelity.
2026-02-09 23:41:38 -08:00
Kelsi
084a79a6bc Document that quest markers are billboard sprites, not M2 models
In WoW 3.3.5a, quest markers are NOT M2 models. They are billboard
sprites using BLP textures:
- Interface\GossipFrame\AvailableQuestIcon.blp (yellow !)
- Interface\GossipFrame\ActiveQuestIcon.blp (silver ?)
- Interface\GossipFrame\IncompleteQuestIcon.blp (gray ?)

The M2 files (QuestGiver.m2, QuestExclamation.m2, etc.) don't exist
in retail WotLK MPQs - they're from fan projects or later expansions.

Proper implementation requires billboard sprite renderer with camera-
facing quads. For now, 2D ImGui markers continue to work.
2026-02-09 23:25:22 -08:00