- Add ITEM_FIELD_DURABILITY (60) and ITEM_FIELD_MAXDURABILITY (61) to
update_field_table.hpp enum and wotlk/update_fields.json
- Add curDurability/maxDurability to OnlineItemInfo and ItemDef structs
- Parse durability fields in OBJECT_CREATE and OBJECT_VALUES handlers;
preserve existing values on partial updates (fixes stale durability
being reset to 0 on stack-count-only updates)
- Propagate durability to ItemDef in all 5 rebuildOnlineInventory() paths
- Implement GameHandler::repairItem() and repairAll() via CMSG_REPAIR_ITEM
(itemGuid=0 repairs all equipped items per WotLK protocol)
- Add canRepair flag to ListInventoryData; set it when player selects
GOSSIP_OPTION_ARMORER in gossip window
- Show "Repair All" button in vendor window header when canRepair=true
- Display color-coded durability in item tooltip (green >50%, yellow
>25%, red <=25%)
- application.cpp creature sync loop: use entity->isEntityMoving() alongside
planarDist to detect movement; entities > 150u have stale getX/Y/Z (distance
culled in GameHandler::update) but isEntityMoving() correctly reflects active
startMoveTo paths from SMSG_MONSTER_MOVE. Fixes distant NPCs playing Stand
while creatureMoveCallback drives their renderer to Run.
- Switch sync loop to getLatestX/Y/Z (server-authoritative destination) for
both the distance check and renderPos so creature positions are never stale
from cull lag, and don't call moveInstanceTo when only entityIsMoving (no
planarDist): the renderer's spline-driven move from creatureMoveCallback is
already correct and shouldn't be cancelled by the per-frame sync.
- game_screen.cpp: replace scratch-built ring-burst level-up overlay with a
simple "You have reached level X!" centered text (WoW style). The actual 3D
visual is already handled by Renderer::triggerLevelUpEffect (LevelUp.m2).
- Add setMovementPitch() and isSwimming() to GameHandler
- In the per-frame sync block, derive the pitch angle from the camera's
forward vector (asin of the Z component) and write it to movementInfo.pitch
whenever FLYING or SWIMMING flags are set — the server includes the pitch
field in those packets, so sending 0 made other players see the character
flying perfectly flat even when the camera was pitched
- Also tilt the mount model (setMountPitchRoll) to match the flight direction
during player-controlled flight, and reset to 0 when not flying
- Add getServerTurnRate() accessor and turnRateOverride_ field so the
keyboard turn speed respects SMSG_FORCE_TURN_RATE_CHANGE from server
- Convert rad/s → deg/s before applying to camera yaw logic
- Fix SMSG_SPLINE_SET_RUN_BACK/SWIM/FLIGHT/FLIGHT_BACK/SWIM_BACK/WALK/
TURN_RATE handlers: all previously discarded the value; now update the
corresponding serverXxxSpeed_ / serverTurnRate_ field when GUID matches
playerGuid (camera controller syncs these every frame)
SMSG_FORCE_FLIGHT_BACK_SPEED_CHANGE was already ACK'd and stored in
serverFlightBackSpeed_, but the value was never accessible or synced
to the CameraController. Backward flight movement always used forward
flight speed (flightSpeedOverride_), making it faster than the server
intended.
- Add getServerFlightBackSpeed() accessor in GameHandler
- Add flightBackSpeedOverride_ field and setter in CameraController
- Apply it in the fly movement block: backward-only flight uses the
back speed; forward or strafing uses the forward speed as WoW does
- Fallback: 50% of forward flight speed when override is unset
- Sync per-frame in application.cpp alongside the other speed overrides
Backward swimming was using 50% of forward swim speed as a hardcoded
fallback. Wire up the server-authoritative swim back speed so Warlock
Dark Pact, buffs, and server-forced speed changes all apply correctly
when swimming backward.
- game_handler.hpp: add getServerSwimBackSpeed() accessor
- camera_controller.hpp: add swimBackSpeedOverride_ field + setter
- camera_controller.cpp: apply swimBackSpeedOverride_ when player
swims backward without forward input; fall back to 50% of swim speed
- application.cpp: sync swim back speed each frame
When the server sets MovementFlags::HOVER (SMSG_MOVE_SET_HOVER), the
player now floats 4 yards above the nearest ground surface instead of
standing on it. Uses the existing floor-snap path with a HOVER_HEIGHT
offset applied to the snap target.
- game_handler.hpp: add isHovering() accessor (reads HOVER flag from
movementInfo.flags, which is already set by handleForceMoveFlagChange)
- camera_controller.hpp: add hoverActive_ field and setHoverActive()
- camera_controller.cpp: apply HOVER_HEIGHT = 4.0f offset at floor snap
- application.cpp: sync hover state each frame alongside other movement
states (gravity, feather fall, water walk, flying)
Previously only run speed was synced. Now all server-driven movement
speeds are forwarded to the camera controller each frame:
- runSpeedOverride_: server run speed (existing)
- walkSpeedOverride_: server walk speed (Ctrl key movement)
- swimSpeedOverride_: swim speed (Swim Form, Engineering fins)
- flightSpeedOverride_: flight speed (epic vs normal flying mounts)
- runBackSpeedOverride_: back-pedal speed
Each uses the server value when non-zero/sane, falling back to the
hardcoded WoW default constant otherwise.
serverFlightSpeed_ (from SMSG_FORCE_FLIGHT_SPEED_CHANGE) was stored but
never synced to CameraController. Add getServerFlightSpeed() accessor,
flightSpeedOverride_ field, and use it in the flying physics path so
normal vs epic flying mounts actually move at their correct speeds.
When CAN_FLY + FLYING movement flags are both set (flying mounts, Druid
Flight Form), the CameraController now uses 3D pitch-following movement
instead of ground physics:
- Forward/back follows the camera's 3D look direction (ascend when
looking up, descend when looking down)
- Space = ascend vertically, X (while mounted) = descend
- No gravity, no grounding, no jump coyote time
- Fall-damage checks suppressed (grounded=true)
Also wire up all remaining server movement state flags to CameraController:
- Feather Fall: cap terminal velocity at -2 m/s
- Water Walk: clamp to water surface, skip swim entry
- Flying: 3D movement with no gravity
All states synced each frame from GameHandler via isPlayerFlying(),
isFeatherFalling(), isWaterWalking(), isGravityDisabled().
SMSG_MOVE_WATER_WALK / SMSG_MOVE_LAND_WALK now correctly set/clear
WATER_WALK (0x00008000) in movementInfo.flags, ensuring the flag is
included in movement ACKs sent to the server.
In CameraController, when waterWalkActive_ is set and the player is
at or above the water surface (within 0.5 units), clamp them to the
water surface and mark as grounded — preventing water entry and allowing
them to walk across the water surface as the spell intends.
Feather Fall (SMSG_MOVE_FEATHER_FALL / SMSG_MOVE_NORMAL_FALL):
- Add FEATHER_FALL = 0x00004000 to MovementFlags enum
- Fix handlers to set/clear the flag instead of passing flag=0
- Cap downward terminal velocity at -2.0 m/s in CameraController when
feather fall is active (Slow Fall, Parachute, etc.)
All three handlers now correctly propagate server movement state flags
that were previously acknowledged without updating any local state.
serverWalkSpeed_ and serverSwimSpeed_ were stored in GameHandler but
never exposed or synced to the camera controller. The controller used
hardcoded WOW_WALK_SPEED and speed*SWIM_SPEED_FACTOR regardless of
server-sent speed changes.
Add getServerWalkSpeed()/getServerSwimSpeed() accessors, walkSpeedOverride_
and swimSpeedOverride_ fields in CameraController, and sync all three
server speeds each frame. Both swim speed sites (main and camera-collision
path) now use the override when set. This makes Slow debuffs (walk speed),
Swim Form, and Engineering fins actually affect movement speed.
SMSG_MOVE_GRAVITY_DISABLE/ENABLE now correctly set/clear the LEVITATING
movement flag instead of passing flag=0. GameHandler::isGravityDisabled()
reads the LEVITATING bit and is synced to CameraController each frame.
When gravity is disabled the physics loop bleeds off downward velocity
and skips gravity accumulation, so Levitate and similar effects actually
float the player rather than letting them fall through the world.
When SMSG_FORCE_MOVE_ROOT sets ROOT in movementInfo.flags, the
camera controller was not aware and continued to accept directional
input. This caused position desync (client moves, server sees player
as rooted).
- Add movementRooted_ flag to CameraController with setter/getter.
- Block nowForward/nowBackward/nowStrafe when movementRooted_ is set.
- Sync isPlayerRooted() from GameHandler to CameraController each
frame alongside the existing run-speed sync in application.cpp.
- Add GameHandler::isPlayerRooted() convenience accessor.
Previously the handler ACKed with current position and ignored the
velocity fields entirely (vcos/vsin/hspeed/vspeed were [[maybe_unused]]).
The server expects the client to fly through the air on knockback — without
simulation the player stays in place while the server models them as airborne,
causing position desync and rubberbanding.
Changes:
- CameraController: add applyKnockBack(vcos, vsin, hspeed, vspeed)
that sets knockbackHorizVel_ and launches verticalVelocity = -vspeed
(server sends vspeed as negative for upward launches, matching TrinityCore)
- Physics loop: each tick adds knockbackHorizVel_ to targetPos then applies
exponential drag (KNOCKBACK_HORIZ_DRAG=4.5/s) until velocity < 0.05 u/s
- GameHandler: parse all four fields, add KnockBackCallback, call it for
the local player so the camera controller receives the impulse
- Application: register the callback — routes server knockback to physics
The existing ACK path is unchanged; the server gets position confirmation
as before while the client now actually simulates the trajectory.
Extend the locomotion state-change detection to include the WALKING
movement flag. Previously a creature that switched from walking to
running (or vice versa) while staying in the moving state would keep
playing the wrong animation because only the moving/idle transition
was tracked.
Add creatureWasWalking_ alongside creatureWasSwimming_ and
creatureWasFlying_; guard the walking check with isMovingNow to avoid
spurious triggers when the flag flips while the creature is idle.
Clear and erase the new map at world reset and creature/player despawn.
Previously, the animation update for other entities (creatures, players)
was only triggered when the moving/idle state changed. This meant a
creature landing while still moving would stay in FlyForward instead of
switching to Run, and a flying-idle creature touching down would keep
the FlyIdle animation instead of returning to Stand.
Fix: track creatureWasSwimming_ and creatureWasFlying_ alongside
creatureWasMoving_, and fire the animation update whenever any of the
three locomotion flags change. Clean up the new maps on world reset and
on per-creature despawn.
Previously the move-flags callback only tracked SWIMMING and WALKING,
so flying players/mounts always played Run(5) or Stand(0) animations
instead of Fly(61)/FlyIdle(60).
Changes:
- Add creatureFlyingState_ (mirroring creatureSwimmingState_) set by
the FLYING flag (0x01000000) in unitMoveFlagsCallback_.
- Update animation selection: moving+flying → 61 (Fly/FlyForward),
idle+flying → 60 (FlyIdle/hover). Flying takes priority over swim
in the priority chain: fly > swim > walk > run.
- Clear creatureFlyingState_ on world reset.
Add UnitMoveFlagsCallback fired on every MSG_MOVE_* with the raw
movement flags field. Application.cpp uses it to update swimming
and walking state from any packet, not just explicit START_SWIM/
STOP_SWIM opcodes — fixing cold-join cases where a player is already
swimming when we enter the world.
Per-frame animation sync now selects Walk(4) when the WALKING flag is
set, Run(5) otherwise, and Swim(42)/SwimIdle(41) when swimming.
UnitAnimHintCallback is simplified to jump (38=JumpMid) only.
- Add creatureSwimmingState_ map to track which units are swimming
- unitAnimHintCallback with animId=42 (Swim): marks entity as swimming
- unitAnimHintCallback with animId=0 (MSG_MOVE_STOP_SWIM): clears swim state
- Per-frame sync: uses Swim(42)/SwimIdle(41) when swimming, Run(5)/Stand(0) otherwise
— creatures/players now show SwimIdle when standing still in water
- Clear creatureSwimmingState_ on creature/player despawn and world reset
- MSG_MOVE_STOP/STOP_STRAFE/STOP_TURN/STOP_SWIM/FALL_LAND: snap entity to
stop position (duration=0) and pass durationMs=0 to renderer so the
Run-animation flash is suppressed; per-frame sync plays Stand on next frame
- MSG_MOVE_JUMP: fire new UnitAnimHintCallback with anim 38 (JumpMid) so
other players and NPCs visually leave the ground during jumps
- MSG_MOVE_START_SWIM: fire UnitAnimHintCallback with anim 42 (Swim)
- Wire up UnitAnimHintCallback in application.cpp; skips Death (anim 1)
The renderer's CharAnimState machine already drives player character
animations (Run=5, Walk=4, Jump, Swim, etc.) — remove the conflicting
camera controller code added in the previous commit.
Fix creature movement animations to use the correct WoW M2 IDs:
4=Walk, 5=Run. Both the per-frame sync loop and the SMSG_MONSTER_MOVE
spline callback now use Run (5) for NPC movement.
creatureMoveCallback now plays anim 4 (Run) when a spline move begins
(durationMs > 0), mirroring the per-frame sync logic so NPC/player
characters animate correctly during server-driven path moves as well
as position-sync moves.
CameraController now transitions the player character to Run (anim 4)
on movement start and back to Stand (anim 0) on stop, guarded by a
prevPlayerMoving_ flag so animation time is not reset every frame.
Death animation (anim 1) is never overridden.
Application creature sync similarly switches creature models to Run (4)
when they move between server positions and Stand (0) when they stop,
with per-guid creatureWasMoving_ tracking to avoid per-frame resets.
Add GhostStateCallback to GameHandler, fired when PLAYER_FLAGS_GHOST
transitions on or off in UPDATE_OBJECT / login detection. Add
setInstanceOpacity() to CharacterRenderer to directly set opacity
without disturbing fade-in state. Application wires the callback to
set opacity 0.5 on ghost entry and 1.0 on resurrect.
Add CameraController::setSitting() and call it from the StandStateCallback
so the camera blocks movement when the server confirms the player is
sitting or kneeling (stand states 1-6, 8). This prevents the player
from sliding across the ground after sitting.
Death (state 7) deliberately leaves sitting=false so the player can
still respawn/move after death without input being blocked.
Add StandStateCallback to GameHandler, fired when the server confirms
a stand state change (SMSG_STANDSTATE_UPDATE). Connect in Application
to map the WoW stand state (0-8) to M2 animation IDs on the player
character model:
- 0 = Stand → anim 0 (Stand)
- 1-6 = Sit variants → anim 27 (SitGround)
- 7 = Dead → anim 1 (Death)
- 8 = Kneel → anim 72 (Kneel)
Sit and Kneel animations are looped so the held-pose frame stays
visible; Death stays on the final frame.
Add SpellCastAnimCallback to GameHandler, triggered on SMSG_SPELL_START
(start=true) and cleared on SMSG_SPELL_GO / SMSG_SPELL_FAILURE
(start=false) for both the player and other units.
Connect the callback in Application to play animation 3 (SpellCast) on
the player character, NPCs, and other players when they begin a cast.
The cast animation is one-shot (loop=false) so it auto-returns to Stand
when complete via the existing return-to-idle logic.
Also fire stop-cast on spell failure to cancel any stuck cast pose.
SMSG_EMOTE packets for NPCs and other players were received but the
emoteAnimCallback_ was never wired to the rendering layer. Register
the callback in application.cpp so that when the server sends an emote
animation ID, the corresponding CharacterRenderer instance plays it as
a one-shot animation (loop=false), falling back to idle on completion.
Lookups check creatureInstances_ first, then playerInstances_ so both
NPCs and other online players respond to server emote packets.
After reconnect, `creaturePermanentFailureGuids_` and `deadCreatureGuids_`
could retain stale entries for GUIDs not tracked in `creatureInstances_`
(creatures that failed to load or died before being spawned). These stale
entries would silently block re-spawning or cause wrong death state on the
fresh CREATE_OBJECTs the server sends after reconnect.
Clear both caches in the reconnect-to-same-map path so server state is
authoritative after every reconnect.
The previous reconnect fix caused loadOnlineWorldTerrain to run, which
cleared and reloaded all terrain tiles — unnecessarily heavy for a
reconnect where the map hasn't changed.
New path: when isInitialEntry=true and mapId==loadedMapId_, despawn all
tracked creature/player/GO instances from the renderer (proper cleanup),
clear all pending spawn queues, update player position, and return — the
terrain stays loaded and the server's fresh CREATE_OBJECTs repopulate
entities normally.
On disconnect/reconnect to the same map, entityManager was not cleared
and creatureInstances_ still held old entries from the previous session.
When the server re-sent CREATE_OBJECT for the same GUIDs, the spawn
callback's early-return guard (creatureInstances_.count(guid)) silently
dropped every NPC re-spawn, leaving the world empty.
Fixes:
- disconnect() now calls entityManager.clear() to purge stale entities
- WorldEntryCallback gains a bool isInitialEntry parameter (true on first
login or reconnect, false on in-world teleport/flight landing)
- Same-map optimization path skipped when isInitialEntry=true, so
loadOnlineWorldTerrain runs its full cleanup and properly despawns old
creature/player instances before the server refreshes them
- Nameplates: player names always rendered regardless of V-key toggle;
separate cull distance 40u (players/target) vs 20u (NPCs); cyan name
color for other players; fade alpha scales with cull distance
- Level-up: add expanding golden ring burst (3 staggered waves, 420u
max radius) + full-screen flash to renderDingEffect(); M2 LevelUp.m2
is still attempted as a bonus on top
- Vanilla tile loading: add AssetManager::setBaseFallbackPath() so that
when the primary manifest is an expansion-specific DBC-only subset
(e.g. Data/expansions/vanilla/), world terrain files fall back to
the base Data/ extraction; wired in Application::initialize()
- Warden: map a null guard page at address 0x0 in the Unicorn emulator
so NULL-pointer reads in the module don't crash with UC_ERR_MAP;
execution continues past the NULL read for better diagnostics
- game: clear pendingNameQueries on player out-of-range and DESTROY_OBJECT so
re-entering players get a fresh name query instead of being silently skipped
- game: add 5s periodic name resync scan that re-queries players with empty names
and no pending query, recovering from dropped CMSG_NAME_QUERY responses
- warden: fix UC_ERR_MAP by moving HEAP_BASE from 0x200000 to 0x20000000; the old
heap [0x200000, 0x1200000) overlapped the module at 0x400000, causing Unicorn to
reject the heap mapping and abort emulator initialisation
- warden: add early overlap check between module and heap regions to catch future
layout bugs at init time
- assets: add loadDBCOptional() which logs at DEBUG level when a DBC is absent,
for files that are not distributed on all expansions
- assets: use loadDBCOptional for Item.dbc (absent on Vanilla 1.12 clients) and
fall back to server-sent itemInfoCache displayInfoId for NPC weapon resolution
processAsyncNpcCompositeResults() had no per-frame budget cap, so when
many NPCs finished async skin compositing simultaneously (e.g. right
after world load), all results were finalized in a single frame causing
up to 284ms frame stalls. Apply the same 2ms budget pattern used by
processAsyncCreatureResults. Load screen still processes all pending
composites without the cap (unlimited=true).
The selection circle was positioned using the entity's game-logic
interpolator (entity->getX/Y/Z), while the actual M2 model is
positioned by CharacterRenderer's independent interpolator (moveInstanceTo).
These two systems can drift apart during movement, causing the circle
to appear under the wrong position relative to the visible model.
Fix: add CharacterRenderer::getInstancePosition / Application::getRenderPositionForGuid
and use the renderer's inst.position for XY (with footZ override for Z)
so the circle always tracks the rendered model exactly. Falls back to
the entity game-logic position when no CharacterRenderer instance exists.
Hearthstone post-teleport fix:
- Expand same-map hearthstone precache from 5x5 to 9x9 tiles so workers
have more tiles parsed before the player arrives at the bind point
- After same-map teleport arrival, enqueue the full load-radius tile grid
(17x17 = 289 tiles) at the new position so background workers immediately
start loading all WMOs/M2s visible from the new location
Quest tracker improvements:
- Clicking a quest in the tracker now opens the Quest Log (L)
- Remove NoInputs flag so the tracker window receives mouse events
- Show only tracked quests in tracker; fall back to all quests if none tracked
- Add Track/Untrack button in Quest Log details panel
- Abandoning a quest automatically untracks it
- Track state stored in GameHandler::trackedQuestIds_ (per-session)
Model batch submesh IDs and NPC geoset lists fire on every NPC spawn and
produce excessive log noise in normal gameplay. Downgrade to LOG_DEBUG.
Also downgrade per-equipment-slot DBC lookups from LOG_INFO to LOG_DEBUG.
When the player starts casting Hearthstone (spell IDs 6948/8690),
trigger background terrain loading at the bind point so tiles are
ready when the teleport fires.
- Add HearthstonePreloadCallback to GameHandler, called from
handleSpellStart when a Hearthstone cast begins.
- Application callback enqueues a 5×5 tile grid around the bind
point via precacheTiles() (same-map) or starts a file-cache warm
via startWorldPreload() (cross-map) during the ~10 s cast time.
- On same-map teleport arrival, call processAllReadyTiles() to
GPU-upload any tiles that finished parsing during the cast before
the first frame at the new position.
Fixes: player landing in unloaded terrain and falling after Hearthstone.
Hang/GPU device lost fix:
- M2_INSTANCES and WMO_INSTANCES finalization phases now create instances
incrementally (32 per step / 4 per step) instead of all at once, eliminating
the >1s main-thread stalls that caused GPU fence timeouts and device loss
M2 two-pass transparent rendering:
- Opaque/alpha-test batches render in pass 1, transparent/additive in pass 2
(back-to-front sorted) to fix wing transparency showing terrain instead of
trees — adds hasTransparentBatches flag to skip models with no transparency
Tile streaming improvements:
- Sort new load queue entries nearest-first so critical tiles load before
distant ones during fast taxi flight
- Increase taxi load radius 6→8 tiles, unload 9→12 for better coverage
Water refraction gated on FSR:
- Disable water refraction when FSR is not active (bugged without upscaling)
- Auto-disable refraction if FSR is turned off while refraction was on
Game object M2 models share the same default facing (+renderX) as
character models, so apply the same π/2 offset instead of π when
computing renderYawM2go from canonical yaw. This corrects street signs
and hanging shop signs that were 90° off after the server-yaw formula
fix.
Nameplates (health bar + name label) are now only rendered for the
currently targeted entity, matching WoW's default UI behaviour and
reducing visual noise.
Add PlayPositionalSoundCallback that carries both soundId and sourceGuid.
In Application, look up the source entity position and play via
AudioEngine::playSound3D(); fall back to playSound2D() when the entity
is unknown. Also read the 8-byte sourceGuid field from the packet
(previously the full 12-byte payload was ignored).
Add PlaySoundCallback to GameHandler (same pattern as PlayMusicCallback).
When SMSG_PLAY_SOUND arrives, resolve the soundId through SoundEntries.dbc
(fields 3-12 = files, field 23 = DirectoryBase) and play the first found
file as a 2-D sound effect via AudioEngine::playSound2D(). Previously the
opcode was parsed and dropped.
Correct SoundEntries.dbc field access in the PlayMusic callback: file names are at
fields 3-12 (not 2-11) and DirectoryBase is at field 23 (not 22). Field 2 is the
Name label string, not a file path.
Remove dead detectVoiceType(creatureEntry) from NpcVoiceManager — it was never
called; actual voice detection uses detectVoiceTypeFromDisplayId() in Application.
- Add Escape Menu → Instance Lockouts button opening a new panel
that lists active lockouts with instance name (from Map.dbc),
difficulty, time-until-reset countdown, and locked/extended status.
map name lookup is cached on first open.
- Fix uninitialized ChatType in sendChatMessage (default to SAY)
- Remove unused startWorld variable in handleMonsterMoveTransport
- Remove unused modelCached variable in spawnOnlineCreature
Eliminates all -Wunused-but-set-variable and -Wmaybe-uninitialized
warnings in the main translation units.
Add PlayMusicCallback to GameHandler so SMSG_PLAY_MUSIC (and the
vanilla 0x0103 alias) dispatch a soundId to the registered handler
instead of being silently consumed. Application.cpp registers the
callback, loads SoundEntries.dbc, resolves the first non-empty
Name+DirectoryBase into an MPQ path, and passes it to MusicManager
for non-looping playback. Resolves the TODO in the SMSG_PLAY_MUSIC
handler.