Commit graph

655 commits

Author SHA1 Message Date
Kelsi
aba701aeda Define GLM_ENABLE_EXPERIMENTAL globally for GTX extension compatibility 2026-02-18 17:49:52 -08:00
Kelsi
bf9d3c7b2b Switch Windows MSYS2 builds to Ninja generator 2026-02-18 17:44:33 -08:00
Kelsi
880960dcc1 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
85e28ccec9 Track missing extern headers (stb_image_write, nlohmann/json) 2026-02-18 17:39:09 -08:00
Kelsi
cb01821d89 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
02fd0166e9 Add GitHub Actions CI for x86-64 and ARM64 Linux 2026-02-18 17:32:46 -08:00
Kelsi
50f9651868 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
dd3149e3c1 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
2dffba63d8 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
24be81c679 Turtle chest interact: stop auto-attack, force select, and relax click throttle 2026-02-18 04:21:05 -08:00
Kelsi
40504ac92e Scope chest loot retry workaround to Turtle expansion only 2026-02-18 04:18:51 -08:00
Kelsi
fdfb480785 Turtle chest interaction: retry GAMEOBJECT_USE together with LOOT 2026-02-18 04:17:11 -08:00
Kelsi
4a61eeda8a Make chest looting robust with unconditional GO loot + timed retry 2026-02-18 04:13:26 -08:00
Kelsi
1a9cc82248 Fix loot money notifications fallback and chest loot trigger 2026-02-18 04:11:00 -08:00
Kelsi
c998ed6335 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
98212a3f91 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
d3b04640f3 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
c00fc34bc2 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
267825bbcb 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
08c956a6e5 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
dd8f04ac99 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
1de2f4c8a0 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
a100baff39 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
3be1d2ecb9 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
1ad3f47baf Handle vanilla weather and play-music opcode aliases 2026-02-18 03:23:37 -08:00
Kelsi
bd0ce17794 Update opcode data and movement integration docs/code 2026-02-18 03:18:22 -08:00
Kelsi
86127f0ddf Fix Turtle monster movement packet parsing 2026-02-18 03:13:17 -08:00
Kelsi
9a950ce09f 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
4ba10e772b 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
c998c945bf 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
e73bedd78b 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
4043e47fd5 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
68e39a2192 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
369ad26476 Implement SMSG_WEATHER and wire real game state (map ID, weather, underwater) to lighting system 2026-02-17 17:59:41 -08:00
Kelsi
60ebb4dc3f 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
b441452dcb 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
80e879429c Add level-up ding animation with golden rings, sound, and cheer emote 2026-02-17 17:35:57 -08:00
Kelsi
897867bf7b 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
eebc0007a6 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
30efc59fff Add raw field logging to QuestRequestItemsParser to diagnose item format 2026-02-17 16:34:10 -08:00
Kelsi
0e18c8871d Add auto loot setting to gameplay settings
Checkbox in Settings > Gameplay > Loot section. When enabled, all items
are automatically sent CMSG_AUTOSTORE_LOOT_ITEM on loot response (same
as right-click looting each item). Gold always auto-loots regardless.
Setting persists in settings.cfg as auto_loot=0/1.
2026-02-17 16:31:00 -08:00
Kelsi
a55399fad6 Add mute button and original soundtrack toggle
- Mute button: small [M] button alongside minimap zoom controls, turns red when active; directly sets AudioEngine master volume to 0, restores on unmute; persists in settings.cfg
- Original Soundtrack: checkbox in Settings > Audio that controls whether custom original music tracks (file: prefix) are included in zone music rotation; when disabled, only WoW MPQ tracks play; persists in settings.cfg
- ZoneManager.getRandomMusic() now filters file: paths when OST is disabled, falling back to full list if zone has no non-file tracks
2026-02-17 16:26:49 -08:00
Kelsi
f207acc038 Fix $N placeholder and quest required item display
- Handle uppercase \$N in replaceGenderPlaceholders (WoW servers send \$N for player name, we only handled \$n)
- Fix SMSG_QUESTGIVER_REQUEST_ITEMS required item field order: packet sends [displayInfoId, count, itemId] not [itemId, count, displayInfoId], causing wrong items to display (e.g. Ring of Pure Silver instead of Tough Wolf Meat)
2026-02-17 16:16:51 -08:00
Kelsi
ca3cf209d9 Fix quest turn-in loop and register SMSG_CANCEL_AUTO_REPEAT
The gossip questIcon field is an integer enum (2=available, 4=incomplete,
5=ready-to-turn-in), not a bitmask. Using (questIcon & 0x04) caused icon=4
(in-progress quests) to be treated as completable, so the client sent
CMSG_QUESTGIVER_REQUEST_REWARD for incomplete quests. The server rejected
these silently and re-sent SMSG_GOSSIP_MESSAGE, causing an infinite loop.

Fix: use exact equality (questIcon == 5 for completable, == 4 for incomplete).

Also register SMSG_CANCEL_AUTO_REPEAT (0x06B) to suppress the unhandled
opcode warning logged on every login.
2026-02-17 15:57:51 -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
df0bfaea4f Fix action bar and buff bar spell tooltips showing 'Spell #xxx'
The action bar's inline Spell.dbc loader had a broken field index lookup:
operator[] on the layout map would silently insert 0 if 'Name' wasn't a
key, causing all names to be read from field 0 (the spell ID). Also the
once-only 'attempted' flag meant if assetMgr wasn't ready, it never retried.

Replace the duplicated broken DBC loading in the action bar and buff bar
with SpellbookScreen::lookupSpellName(), which reuses the spellbook's
already-correct loading (expansion layout + WotLK fallback). Remove the
now-unused actionSpellNames/actionSpellDbAttempted/actionSpellDbLoaded fields.
2026-02-17 15:41:55 -08:00
Kelsi
bd70ca17ca Fix auto-attack stalling after SMSG_ATTACKSTOP and remove stale comments
Re-send CMSG_ATTACKSWING every second while auto-attacking so combat
resumes automatically when the server pauses the attack loop (out of
range, etc). Previously the client kept autoAttacking=true but never
re-engaged, requiring the player to manually right-click again.

Also remove leftover single-player/offline references from comments.
2026-02-17 15:37:02 -08:00
Kelsi
22648870f3 Fix phantom combat text from nearby NPC/player fights
SMSG_ATTACKERSTATEUPDATE, SMSG_SPELLNONMELEEDAMAGELOG, and SMSG_SPELLDAMAGELOG
were showing combat text for all combat events in the zone, not just the
player's own fights. Added early-return in all three handlers when neither
the attacker nor target is the player.
2026-02-17 15:27:02 -08:00
Kelsi
2cad3b9c2b Fix combat text: separate incoming/outgoing positions and clarify dodge/parry
Outgoing events (player attacks enemy: damage dealt, Dodge/Parry when enemy
evades) now float on the right side of screen (near target) instead of above
the player character. Incoming events (enemy attacks player) remain at
center-left (near player).

Dodge/Parry labels now show direction: "Dodge"/"Parry" when the enemy evades
the player's attack (outgoing, gray), and "You Dodge"/"You Parry" when the
player evades an incoming attack (cyan). Crit damage now has distinct colors
for outgoing (bright yellow) vs incoming (orange).
2026-02-17 15:24:39 -08:00
Kelsi
827679579f Fix WAV decode cache and spell lookup performance
- audio_engine.cpp: cache key was based on vector pointer address, not
  content — cache never hit since each asset load produces a new
  allocation. Replace with FNV-1a over head+tail bytes + size, giving
  correct content-based identity at O(1) cost. Add 256-entry cap with
  eviction to prevent unbounded growth over long sessions.

- game_handler.hpp/cpp, spellbook_screen, game_screen: knownSpells was
  a std::vector with O(n) std::find lookups scattered across packet
  handlers and UI code. Switch to std::unordered_set for O(1) insert,
  erase, and membership checks. Update all push_back/erase-remove/find
  call sites to use set operations.
2026-02-17 15:13:54 -08:00