Commit graph

381 commits

Author SHA1 Message Date
Kelsi
5125c241c4 Add 3D level-up effect using LevelUp.m2 spell model
Replace 2D screen-space ding rings with real WoW LevelUp.m2 particle/geometry
effect. Fix FBlock particle color parsing (C3Vector floats, not CImVector bytes)
which was producing blue/red instead of golden yellow. Spell effect models bypass
particle dampeners, glow sprite conversion, Mod→Additive blend override, and all
collision (floor/wall/camera) to prevent camera zoom-in. Other players' level-ups
trigger the 3D effect at their position with group chat notification. F7 hotkey
for testing.
2026-02-19 20:36:25 -08:00
Kelsi
e68d7fc3b0 Fix UNIT_FIELD_BYTES_0 index (56→23) and add per-type power arrays to Unit
- Correct UNIT_FIELD_BYTES_0 to index 23 (was incorrectly 56) in update fields JSON and table
- Replace single power/maxPower with powers[7]/maxPowers[7] arrays indexed by power type
- Add setPowerByType/setMaxPowerByType helpers for setting specific power types
2026-02-19 19:33:50 -08:00
Kelsi
4dcc0f1d79 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
96c680e4f2 Fix armor stat in character stats panel via UNIT_FIELD_RESISTANCES
The character stats panel was showing Armor: 0 because summing armor
from item query responses is fragile (depends on correct BuyCount/damage
block parsing). Instead, read the server-authoritative total armor
directly from UNIT_FIELD_RESISTANCES (physical resistance, index 0)
in the player entity update fields.

Added UNIT_FIELD_RESISTANCES to the UF enum and all four expansion
JSON files with correct wire indices:
  WotLK 3.3.5a: 99   (NPC_FLAGS=82 + emotestate + stat×5 + posstat×5 + negstat×5)
  TBC 2.4.3:   185   (NPC_FLAGS=168 + same relative layout)
  Classic 1.12: 154  (NPC_FLAGS=147 + emotestate + stat×5, no posstat/negstat)
  Turtle WoW:  154   (same as Classic)

Stats panel uses server armor when > 0, falls back to summed item-query
armor otherwise. Armor rating resets to 0 on world entry and is updated
from both CREATE_OBJECT and VALUES update blocks.
2026-02-19 17:45:09 -08:00
Kelsi
88dd9520fd Fix TBC item query parser: add TBC-specific parseItemQueryResponse override
TBC 2.4.3 SMSG_ITEM_QUERY_SINGLE_RESPONSE differs from WotLK: no Flags2,
no BuyCount, statsCount-many stat pairs (not always 10), and no
ScalingStatDistribution/ScalingStatValue. Without this override,
TbcPacketParsers fell back to the WotLK parser and misread stats/armor
with a cascading 16-byte offset. Classic (Vanilla) was already safe via
its own independent ClassicPacketParsers::parseItemQueryResponse().
2026-02-19 16:58:18 -08:00
Kelsi
5d84679b56 Smooth other-player movement with velocity dead reckoning
Previously other players jittered because the entity sat frozen at its
destination between movement packets, then snapped to the new start
position on the next packet (stop-pop-stop-pop at ~10 Hz).

Entity interpolation now tracks a smoothed velocity and dead-reckons
past the end of each packet window, so the entity keeps gliding at the
estimated speed until the next server update arrives. Movement stops
only after two consecutive intervals with no new packet (entity has
genuinely stopped).

Also replaced the raw packet-delta duration with an exponential moving
average (EMA) per player. A single slow or fast packet no longer spikes
the playback speed; the EMA converges on the actual send rate (~100 ms)
and absorbs jitter without adding a fixed input-latency penalty.
2026-02-19 16:45:39 -08:00
Kelsi
98ed8411e6 Fix movement desync: strafe animation and missing SET_FACING
Two bugs caused the client to look like a bot to server GMs:

1. Strafe animation played during forward+strafe (W+A) instead of the
   walk/run animation. Added pureStrafe guard so strafe animations only
   play when exclusively strafing (no forward key or auto-run active).

2. CMSG_MOVE_SET_FACING was never sent on mouse-look turns. The server
   predicts movement from the last known facing; without SET_FACING the
   heartbeat position appeared to teleport each time the player changed
   direction. Now sent at up to 10 Hz whenever facing changes >3°,
   skipped while keyboard-turning (handled server-side by TURN flags).
2026-02-19 16:40:17 -08:00
Kelsi
35c448cf4f apply pending protocol, ui, audio, and CodeQL fixes 2026-02-19 16:17:06 -08:00
Kelsi
e3aef1893b Add CI security suite and scrub hardcoded local host/path defaults 2026-02-19 06:46:11 -08:00
Kelsi
c2f55ceca6 Fix item destroy packet format and wire destroy confirmation UI 2026-02-19 06:34:06 -08:00
Kelsi
854ac57f37 Stabilize buyback flow and single-row buyback UI
- keep vendor buyback as one-item LIFO row in vendor window

- add robust pending buyback tracking with wire slot probing (74..85)

- recover from stale optimistic sell/buyback entries and refresh vendor list

- keep buy packet construction branch-compatible (direct packet build)
2026-02-19 05:48:40 -08:00
Kelsi
2958006d88 Fix buyback request flow and prune temporary diagnostics
- implement vendor buyback state in GameHandler (buyback item list + pending sell tracking)

- send CMSG_BUYBACK_ITEM with WotLK/AzerothCore absolute buyback slot (74 + ui index)

- consume 0x46A/0x480 vendor side-channel packets safely without relying on token slot mapping

- keep sell/buy failure handling synced with buyback list and chat errors

- remove temporary packet hex/trace logging used during buyback debugging
2026-02-19 05:28:13 -08:00
Kelsi
1a1a2096aa Clean README mentions and finalize current gameplay/UI fixes 2026-02-19 03:31:49 -08:00
Kelsi
579a85fa58 Fix quest reward selection index mapping for choose-reward 2026-02-19 03:12:57 -08:00
Kelsi
2856070957 Handle SMSG_QUESTGIVER_QUEST_LIST (0x185) for questgiver flows 2026-02-19 02:53:44 -08:00
Kelsi
0b4806418b Fix creature flame alpha-key rendering and emissive flicker 2026-02-19 02:39:33 -08:00
Kelsi
787e692a02 Fix quest flow regressions, tooltip compare stats, and M2 alpha-key handling 2026-02-19 02:27:01 -08:00
Kelsi
c127beea57 Refine bag UI layout and add shift-hover item compare 2026-02-19 01:50:50 -08:00
Kelsi
be79fca2cc Fix combat facing updates and dead-on-spawn creature pose 2026-02-19 01:19:29 -08:00
Kelsi
ebc61e2bb3 Fix quest turn-in flow and WoW quest text placeholders 2026-02-19 01:12:14 -08:00
Kelsi
d18cbc37ca Remove temporary quest query diagnostics 2026-02-19 00:59:46 -08:00
Kelsi
10a694a72f Stabilize quest log details loading and turn-in item sync 2026-02-19 00:56:24 -08:00
Kelsi
bb2ecb8150 Fix quest log titles and full-row selection behavior 2026-02-19 00:30:21 -08:00
Kelsi
82f977d012 Suppress remaining unknown Turtle opcodes with safe consume mappings 2026-02-18 23:42:28 -08:00
Kelsi
7add0a4065 Map and handle additional Turtle combat/movement world opcodes 2026-02-18 23:38:34 -08:00
Kelsi
46e2c711c8 Tie opcode handlers into movement, quest log, and world state caches 2026-02-18 23:30:38 -08:00
Kelsi
bba65de46c Handle remaining Turtle world opcodes with safe minimal parsers 2026-02-18 23:26:58 -08:00
Kelsi
4119ac232f Reduce unhandled opcode spam and add missing Turtle opcode names 2026-02-18 23:14:01 -08:00
Kelsi
57541eebec Fix WMO visibility culling and renderer initialization guards 2026-02-18 22:41:05 -08:00
Kelsi
3c6cded9b1 Fix transport/WMO diagnostics and terrain WMO dedup lifecycle 2026-02-18 22:36:34 -08:00
Kelsi
f71f220585 Add shadow frustum culling to terrain and M2 depth passes
Both passes were rendering the entire loaded scene (17×17 tile radius)
into a shadow map that only covers 360×360 world units — submitting
10-50× more geometry than the shadow frustum can actually use.

- TerrainRenderer::renderShadow: skip chunks whose bounding sphere
  doesn't overlap the shadow frustum AABB in XY. Reduces terrain draw
  calls from O(all loaded chunks) to O(chunks within ~180 units).
- M2Renderer::renderShadow: skip instances whose world AABB doesn't
  overlap the shadow frustum in XY. Reduces M2 draw calls similarly.
- Both functions now take shadowCenter + halfExtent parameters.
2026-02-18 21:15:24 -08:00
Kelsi
7285409c93 Improve shadow performance: halve resolution, 9x fewer PCF taps, throttle depth pass
- SHADOW_MAP_SIZE 2048→1024: 4x fewer pixels rasterized in depth pass
- Replace 9-tap manual PCF loop with single hardware PCF tap in all 4 receiver
  shaders (terrain.frag, wmo_renderer, m2_renderer, character_renderer).
  GL_LINEAR + GL_COMPARE_REF_TO_TEXTURE already gives 2×2 bilinear PCF per
  tap for free, so quality is maintained while doing 9x fewer texture fetches.
- Throttle shadow depth pass to every 2 frames; OpenGL depth texture persists
  between frames so receivers always have a valid shadow map. 1-frame lag at
  60 fps is invisible.
2026-02-18 21:09:00 -08:00
Kelsi
98a64f44d0 Optimize release builds: LTO, -O3, visibility, micro-perf fixes
- CMakeLists.txt: enable LTO for Release, add -O3 and -fvisibility=hidden
- scene: addMesh uses std::move, removeMesh takes const shared_ptr&
- entity: std::move entity into map instead of copy
- clouds: cosf/sinf instead of cos/sin (float math, avoids double promotion)
- game_screen: reserve trainer spell vector before push_back loop
- warden_module/emulator: replace std::endl (121 stream flushes) with '\n'
2026-02-18 20:10:47 -08:00
Kelsi
8185c29648 Fix Windows build errors in warden and CharCreateResult
warden_emulator.cpp: guard unicorn include + entire implementation with
HAVE_UNICORN; provide stub implementations for platforms without Unicorn
(Windows ARM64 which has no unicorn MSYS2 package)

warden_module.cpp: include <windows.h> for VirtualAlloc/HMODULE/etc on
Windows; always include warden_emulator.hpp so unique_ptr destructor compiles
regardless of HAVE_UNICORN

world_packets.hpp + game_handler.cpp: rename CharCreateResult::ERROR to
CharCreateResult::CHAR_ERROR to avoid wingdi.h #define ERROR 0 collision
2026-02-18 18:39:07 -08:00
Kelsi
5040740171 Fix two packaging bugs
logger.hpp: extend ERROR macro push/pop region to cover entire header so
LogLevel::ERROR inside template bodies compiles correctly on Windows

CMakeLists.txt: move tool install() rules next to each target definition
so they run after the targets exist (fixes macOS 'target does not exist')
2026-02-18 18:29:34 -08:00
Kelsi
a609e1a161 Fix two more Windows/MinGW compile errors
- net_platform.hpp: guard ssize_t typedef with !__MINGW32__ since MinGW-w64
  already defines ssize_t as __int64 in corecrt.h
- logger.hpp: push/pop ERROR macro around LogLevel enum (same wingdi.h clash
  as world_packets.hpp)
2026-02-18 17:59:11 -08:00
Kelsi
823ec3332f Fix three Windows-specific compile errors
- logger.cpp: use localtime_s on Windows (reversed arg order vs localtime_r)
- process.hpp: drop constexpr on INVALID_PROCESS (INVALID_HANDLE_VALUE is a
  reinterpret_cast, not valid in constexpr context)
- world_packets.hpp: push/pop ERROR macro around CharCreateResult enum to avoid
  clash with wingdi.h #define ERROR 0
2026-02-18 17:52:28 -08:00
Kelsi
27b3582663 Fix quest system for Classic/Turtle: correct packet formats and log stride
- CMSG_QUESTGIVER_QUERY_QUEST: Classic override omits trailing unk1 byte
  (WotLK sends 13 bytes, Classic servers expect 12 — extra byte caused
  server to silently drop the packet, preventing quest details dialog)
- SMSG_QUESTGIVER_QUEST_DETAILS: Classic override skips informUnit GUID
  (WotLK prepends 8-byte informUnit before questId; Vanilla does not)
- Quest log UPDATE_OBJECT stride: use packetParsers_->questLogStride()
  (WotLK=5 fields/slot, Classic=3 fields/slot)
- handleQuestDetails: route through packetParsers_->parseQuestDetails()
- selectGossipQuest: route through packetParsers_->buildQueryQuestPacket()
2026-02-18 04:56:23 -08:00
Kelsi
1504a681a3 Fix combat facing, tab-target filtering, and spirit healer resurrection
- Add Entity::setOrientation() to update facing without cancelling movement
- Force attacker and victim to face each other on SMSG_ATTACKSTART
- Fix orientation sign error in MonsterMove: use atan2(-dy, dx) throughout so
  NPCs don't glide backward; clamp FacingAngle moves that are >90° off travel vector
- Tab-target: skip dead units and non-hostiles at both build and advance time;
  stale entries (killed between presses) are skipped inline rather than cycling to them
- Spirit healer resurrection: detect same-map SMSG_NEW_WORLD with resurrectPending_
  and skip the full world reload/entity clear, preventing the fall-forever bug
2026-02-18 04:43:23 -08:00
Kelsi
91dc18276f Make chest looting robust with unconditional GO loot + timed retry 2026-02-18 04:13:26 -08:00
Kelsi
6dc111f13f Fix loot money notifications fallback and chest loot trigger 2026-02-18 04:11:00 -08:00
Kelsi
56c309b27d Fix quest item loot parsing and quest item progress tracking
- add SMSG_QUESTUPDATE_ADD_ITEM logical opcode mapping (0x197)
- handle quest item progress updates in GameHandler
- parse quest-item section in SMSG_LOOT_RESPONSE (regular + quest items)
- add quest item progress storage in quest log entries
- show tracked kill/item progress in Quest Log UI
2026-02-18 04:06:14 -08:00
Kelsi
f1269b93a1 Add weapon stats to inventory tooltips and fix login camera pitch
- propagate item damage range and delay into ItemDef during inventory rebuild
- show weapon damage, speed, and DPS in inventory/character slot tooltips
- fix online spawn camera pitch sign so third-person camera starts above ground
2026-02-18 03:50:47 -08:00
Kelsi
efab73b037 Show weapon damage/speed in item tooltips
- parse and cache item class/subclass, damage range, and attack delay from item query responses
- render weapon damage, speed, and DPS in the shared item-link tooltip
- render weapon damage, speed, and DPS in vendor hover tooltips
- keep armor and primary stat lines intact
2026-02-18 03:46:03 -08:00
Kelsi
5f35ca803b Fix vendor buy packet count and stale list parsing
- send CMSG_BUY_ITEM as vendorGuid + itemId + count (drop extra slot/bag fields)
- reset vendor list state before parsing SMSG_LIST_INVENTORY to prevent stale items carrying over
- add packet length guards for list-inventory header and per-item rows
- keep optional extended-cost parsing for cross-core compatibility
2026-02-18 03:40:59 -08:00
Kelsi
73e7c86621 Update opcode data and movement integration docs/code 2026-02-18 03:18:22 -08:00
Kelsi
794ad9aee4 Fix M2 white shell artifact from missing textures, add opacity track support
Batches whose named texture fails to load now render invisible instead of
white (the swampreeds01a.blp case causing a white shell around aquatic plants).

Also implements proper M2 opacity plumbing:
- Parse texture weight tracks (M2Track<fixed16>) and color animation alpha
  tracks (M2Color.alpha) to resolve per-batch opacity at load time
- Skip batches with batchOpacity < 0.01 in the render loop
- Apply M2Texture.flags (bit0=WrapS, bit1=WrapT) to GL sampler wrap mode
- Upload both UV sets (texCoords[0] and texCoords[1]) and select via
  textureUnit uniform, so batches referencing UV set 1 render correctly
2026-02-17 23:52:44 -08:00
Kelsi
2ae98fcc00 Implement MPQ-path sound loading in AudioEngine
Add AssetManager hookup to AudioEngine so the path-based playSound2D/3D
overloads can load files on demand rather than requiring preloading.

- Add setAssetManager() to AudioEngine (called during world load alongside
  other audio manager initializations)
- playSound2D(mpqPath) now calls assetManager->readFile() then delegates
  to the vector<uint8_t> overload (removes the "not yet implemented" warning)
- playSound3D(mpqPath, position) same — delegates to the fully spatialized
  vector overload (was previously silently falling back to 2D)
2026-02-17 18:52:19 -08:00
Kelsi
7fd999a3b8 Implement SMSG_WEATHER and wire real game state (map ID, weather, underwater) to lighting system 2026-02-17 17:59:41 -08:00
Kelsi
5b5940357d Fix audio volume settings: apply saved values on startup, don't overwrite with audio manager defaults 2026-02-17 17:37:20 -08:00