Commit graph

665 commits

Author SHA1 Message Date
Kelsi
82ddd62d03 Fix localtime_r in game_screen.cpp: use localtime_s on Windows 2026-02-18 18:50:27 -08:00
Kelsi
27e87b0736 Fix std:🗜️ add missing #include <algorithm> for MinGW 2026-02-18 18:45:08 -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
d5025e10d1 Fix Linux apt install: separate optional libstormlib-dev to prevent abort 2026-02-18 18:20:39 -08:00
Kelsi
8d117021d3 Add native installer packaging to CI for all platforms
Linux: DEB with /opt/wowee prefix and /usr/local/bin/wowee wrapper script
Windows x86-64: NSIS installer with DLL bundling and Start Menu shortcut
Windows ARM64: ZIP archive with bundled DLLs
macOS ARM64: .app bundle via dylibbundler + DMG via hdiutil

Assets are bundled into all packages (Original Music excluded). StormLib
is installed where available so asset_extract is included in packages.
2026-02-18 18:18:30 -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
7ca573a6b7 Fix apt cache path to only archive .deb files 2026-02-18 17:56:52 -08:00
Kelsi
dad0dff828 Drop macOS x86-64 CI job (macos-13 runners deprecated) 2026-02-18 17:54:04 -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
a741687b3f Define GLM_ENABLE_EXPERIMENTAL globally for GTX extension compatibility 2026-02-18 17:49:52 -08:00
Kelsi
e0e0449984 Switch Windows MSYS2 builds to Ninja generator 2026-02-18 17:44:33 -08:00
Kelsi
ac7c1b0eb3 Add macOS and Windows ARM64 builds; fix memory_monitor for macOS
Add macOS matrix job (arm64/macos-15, x86-64/macos-13) using Homebrew.
Add Windows ARM64 job using windows-11-arm runner with MSYS2 CLANGARM64.
Fix memory_monitor.cpp: add __APPLE__ branch using sysctl hw.memsize/hw.usermem
instead of Linux-only sysinfo/proc.
2026-02-18 17:42:42 -08:00
Kelsi
3ae69eb6db Track missing extern headers (stb_image_write, nlohmann/json) 2026-02-18 17:39:09 -08:00
Kelsi
ba89aaee03 Add Windows build support via MSYS2 and fix platform-specific code
Guard X11 display crash handler with __linux__, add Windows GlobalMemoryStatusEx
path in memory_monitor, guard warden cache paths with APPDATA on Windows, and
make pkg-config optional in CMakeLists with a find_library fallback. Add Windows
x86-64 CI job using MSYS2 MINGW64 to the build workflow.
2026-02-18 17:38:08 -08:00
Kelsi
f6e49a4865 Add GitHub Actions CI for x86-64 and ARM64 Linux 2026-02-18 17:32:46 -08:00
Kelsi
949ec653cf Fix quest log not showing server-side quests on login
SMSG_QUEST_QUERY_RESPONSE skipped only 18 uint32s before reading the
title string, but Classic layout has 40 fields before the title
(16 header + 8 reward items + 12 choice items + 4 POI fields).
Reading from the wrong position landed inside reward item data where
empty slots contain 0-bytes, so readString() returned "", overwriting
the "Quest #N" placeholder with an empty title — making quests
invisible in the UI even though they were in the quest log.

Fixes:
- Expansion-aware skip count: 40 for Classic/Turtle, 55 for WotLK
- Guard: only update title if parsed string is non-empty and printable
- Also scan quest log fields in VALUES update path (not just CREATE_OBJECT2),
  so quests are detected even when the server sends partial updates
2026-02-18 05:11:29 -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
e2de8ede60 Turtle chest interact: stop auto-attack, force select, and relax click throttle 2026-02-18 04:21:05 -08:00
Kelsi
e14dddbf54 Scope chest loot retry workaround to Turtle expansion only 2026-02-18 04:18:51 -08:00
Kelsi
fdaa5d252b Turtle chest interaction: retry GAMEOBJECT_USE together with LOOT 2026-02-18 04:17:11 -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
f706733e99 Fix looting of chest-type gameobjects
- send CMSG_LOOT after CMSG_GAMEOBJECT_USE for lootable GO types (chest/fishing hole)
- keeps mailbox handling unchanged
2026-02-18 04:07:47 -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
e5cacbc330 Fix creature render desync and corpse/loot state edge cases
- add per-frame nearby creature render sync from entity positions/orientation to prevent model-vs-target-circle drift
- treat lootable dynflag as dead state hint for unit spawn/deferred-display paths
- fire NPC death callback when a late display spawn is already dead/lootable
- remove loot-response money fallback announce/SFX to stop duplicate copper messages on re-opened corpses
2026-02-18 04:02:08 -08:00
Kelsi
ba016f33e7 Fix target circle jumping ahead to spline waypoints
- use interpolated target position (getX/Y/Z) for selection circle placement
- avoids drawing circle at movement destination before creature arrives
- keeps previous target interpolation update guarantees
2026-02-18 03:57:12 -08:00
Kelsi
900558e02e Use speed-based walk/run selection for NPC movement
- choose run only when movement speed is above threshold
- prefer walk for duration-less synthesized movement deltas
- keep animation fallback behavior when specific sequence is unavailable
2026-02-18 03:56:12 -08:00
Kelsi
a9d3641d4b Fix creature chase animation and target-circle tracking
- use movement animation (prefer run, fallback walk) for server-driven creature moves
- synthesize short movement duration for duration-less movement deltas to avoid glide/attack-pose sliding
- return to idle after both walk/run movement states
- drive target circle from entity latest position and always interpolate selected/engaged targets
2026-02-18 03:53:53 -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
d37bb30137 Fix NPC death state on login and harden loot money notifications
- trigger NPC death callback for dead-at-spawn units on create
- handle UNIT_DYNAMIC_FLAGS dead/alive transitions for NPC death/respawn callbacks
- avoid duplicate NPC death/respawn callback dispatch in mixed health+dynflag updates
- keep player dead/ghost behavior unchanged
- improve loot money fallback chat and coin SFX handling
2026-02-18 03:37:03 -08:00
Kelsi
115b89be4f Handle vanilla weather and play-music opcode aliases 2026-02-18 03:23:37 -08:00
Kelsi
73e7c86621 Update opcode data and movement integration docs/code 2026-02-18 03:18:22 -08:00
Kelsi
69b23f4edd Fix Turtle monster movement packet parsing 2026-02-18 03:13:17 -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
9317b70a3a Fix vendor window ImGui ID conflicts using loop index
PushID(item.slot) causes conflicting IDs when the server sends items with
duplicate or zero slot values. Use the loop index instead, which is always
unique regardless of what the server puts in the slot field.
2026-02-17 18:55:02 -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
79e20d8f06 Fix CMSG_BUY_ITEM field order: item before slot
TrinityCore's HandleBuyItemOpcode reads vendorGuid → item → slot → count → bagIndex.
The previous fix had accidentally reversed item and slot, so the server received
the vendor slot number as the item ID (a small number like 1-5) and the actual
item ID as the slot, causing every purchase to be silently rejected.
2026-02-17 18:24:53 -08:00
Kelsi
370a167a91 Fix SMSG_MONSTER_MOVE spline flag values causing NPCs to stand still
The parser used wrong SplineFlag bitmask values that don't match WotLK 3.3.5a:
- Animation: 0x00000100 → 0x00400000 (was matching SPLINEFLAG_DONE)
- Parabolic: 0x00000200 → 0x00000800 (was matching SPLINEFLAG_FALLING)
- Uncompressed path: 0x00040000 → Catmullrom|Flying (0x00082000)

The critical bug: SPLINEFLAG_FALLING (0x00000200) is set when NPCs move over
sloped terrain during combat. The parser mistook it for parabolic and read 8
extra bytes, misaligning pointCount and the destination coords. hasDest stayed
false, the move callback never fired, and NPCs appeared frozen in place.

Also fix Animation field read: uint8+int32 (5 bytes) not uint32+uint32 (8 bytes).
2026-02-17 18:16:53 -08:00
Kelsi
faf76a34fd Fix vendor packet parsing and Tokens display
Auto-detect whether SMSG_LIST_INVENTORY has 7 fields (28 bytes/item, no
extendedCost) or 8 fields (32 bytes/item) per item from packet size. Servers
that omit extendedCost caused every item after the first to have garbage prices
due to misaligned field reads.

Also remove the [+Tokens] hybrid indicator; only show [Tokens] on pure
token-purchased items (buyPrice==0 && extendedCost!=0).
2026-02-17 18:08:00 -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
8890146ed1 Fix vendor: correct CMSG_BUY_ITEM field order (slot before itemId), handle buy failures, show token costs; remove level-up test button (animation triggers on real level-up) 2026-02-17 17:44:48 -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
Kelsi
331f70b209 Add level-up ding animation with golden rings, sound, and cheer emote 2026-02-17 17:35:57 -08:00
Kelsi
6ab8ea9ae5 Add level-up ding animation with cheer emote and test button
- Trigger ding when UNIT_FIELD_LEVEL increases for player: plays LevelUp sound,
  cheer emote animation, and shows screen overlay
- renderDingEffect(): 3 expanding golden rings + "LEVEL X!" / "DING!" text
  drawn via ImDrawList foreground (3s duration, fades out last 0.8s)
- triggerDing() wires sound (UiSoundManager::playLevelUp) + emote + overlay
- LevelUpCallback in GameHandler fires on genuine level increase (newLevel > oldLevel)
- "Test: Level Up" button in escape menu triggers ding at current player level
2026-02-17 17:23:42 -08:00
Kelsi
54ba9f9314 Fix quest required item display and add NPC spawn diagnostics
- Fix SMSG_QUESTGIVER_REQUEST_ITEMS: read emoteDelay(u32)+emoteId(u32)+autoFinish(u8)
  instead of 5 uint32s — the 11-byte over-read corrupted requiredMoney, itemCount,
  and all item data (itemId/count/displayInfoId)
- Fix garbled CSV fallback in asset_manager: return nullptr instead of silently
  returning garbled DBC data when binary fallback is unavailable
- Add NPC spawn diagnostics: log when UNIT blocks have displayId=0 (wrong field index)
  and when spawn callback fires with displayId + position
- Improve getModelPathForDisplayId failure logging: distinguish displayDataMap_ miss
  vs modelIdToPath_ miss, and include map sizes for context
2026-02-17 17:15:48 -08:00
Kelsi
51cc0d82d0 Add raw field logging to QuestRequestItemsParser to diagnose item format 2026-02-17 16:34:10 -08:00