Commit graph

447 commits

Author SHA1 Message Date
Kelsi
c20d5441d0 Fix transport update handling, add desktop/icon resources, and clean repo artifacts 2026-02-11 15:24:05 -08:00
Kelsi
0a51ec8dda Cleanup, readme retouch 2026-02-11 15:14:14 -08:00
Kelsi
a8f2b06664 Link readme to icon 2026-02-11 15:08:42 -08:00
Kelsi
69d5d82216 Add assets 2026-02-11 15:07:43 -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
c91e0bb916 Immediately cancel mount fidgets when movement starts
Fidget animations were continuing to play for a frame when movement started.
Now forces immediate switch to run animation.

Changes:
- Check for movement + active fidget at start of animation logic
- Force play run animation immediately to stop fidget
- Only check fidget completion when not moving (optimization)
- Removed duplicate mountActiveFidget_ = 0 in movement branch

Fidgets now stop instantly when player starts moving on mount.
2026-02-10 20:46:46 -08:00
Kelsi
73db7768d4 Add steep slope limiting to prevent terrain clipping
Added slope normal checking to reject surfaces too steep to walk.
Prevents character/mount from clipping through steep terrain.

Changes:
- Added MIN_WALKABLE_NORMAL threshold (0.7 = ~45° max slope)
- WMO collision: query surface normal, reject if normalZ < 0.7
- M2 collision: query surface normal, reject if normalZ < 0.7
- Updated M2Renderer::getFloorHeight to output surface normal
- M2 already had internal 0.35 check (~70°), new 0.7 is more restrictive

Steep slopes now block movement instead of allowing clipping.
2026-02-10 20:45:25 -08:00
Kelsi
7e85e0b2ef Reduce idle sound frequency and restore fidget discovery
Idle sounds were too frequent and strict criteria blocked all fidgets.

Changes:
- Idle sounds now 45-90 seconds apart (was 20-40)
- Fidget criteria back to OR (frequency OR replay) instead of AND
- Keeps all ID exclusions: 2-3, 5-9, 11-21 to prevent battle animations
- Should now discover proper fidgets while filtering problematic ones
2026-02-10 20:36:12 -08:00
Kelsi
b14ffd20df Re-enable jump and land sounds for mounts
Jump effort and landing sounds are fine - issue was with idle fidget
animations, not jump/land action sounds. Strict fidget filtering remains.
2026-02-10 20:33:23 -08:00
Kelsi
fe3c6a6a79 Disable pained sounds and tighten fidget criteria
Removed jump/land sounds (attack/wound sounds had pained growls).
Made fidget discovery much stricter to exclude jerky battle animations.

Changes:
- Disabled playJumpSound for ground mounts (attack sounds too aggressive)
- Disabled playLandSound for ground mounts (wound sounds have growls)
- Fidget criteria now requires BOTH frequency AND replay (not OR)
- Excluded IDs 11-15 (attacks) in addition to 16-21 (combat)
- Only animations with proper idle metadata will be selected
2026-02-10 20:32:43 -08:00
Kelsi
a88c5f9bb8 Add comprehensive fidget animation logging for debugging
Added debug logging to show ALL non-looping, short, stationary animations
regardless of metadata, so we can identify hoof stamps and head tosses.

Shows:
- All potential fidgets (no metadata filter)
- Animation ID, duration, frequency, replay timers, flags, next animation
- Helps identify which IDs are the shuffles/stamps/tosses on Palomino
2026-02-10 20:28:56 -08:00
Kelsi
2e2ca24f8d Exclude death and wound animations from fidget discovery
Horse was playing death animation on idle. Added explicit filtering
to exclude death (5-6), wounds (7-9), combat (16-21), and specials (2-3).

Changes:
- Check animation ID ranges before adding to fidget list
- Prevents death/wound animations from being selected as idle fidgets
- Keeps metadata-based discovery but adds safety exclusions
2026-02-10 20:28:13 -08:00
Kelsi
3c58492c8f Add dedicated snort and whinny idle sounds with longer intervals
Created specific idle sound pool using only horse snorts and whinnies.
Re-enabled idle sounds with much longer interval (20-40 seconds).

Changes:
- Added horseIdleSounds_ pool: mHorseStand3A (snort) + mHorseAggroA (whinny)
- Updated playIdleSound() to use dedicated pool instead of mixed breath sounds
- Increased idle sound interval from 8-15s to 20-40s (less frequent)
- Removed flying mount idle sounds (too aggressive)
- Increased volume slightly (0.35x) for better audibility
2026-02-10 20:20:26 -08:00
Kelsi
8106347a82 Disable mount idle sounds and relax fidget discovery
Idle sounds were too frequent/upsetting, and strict criteria found no fidgets.

Changes:
- Disabled idle sounds entirely (commented out in updateCharacterAnimation)
- Relaxed fidget criteria: frequency OR replay (not both required)
- Keeps proper metadata-based discovery (frequency/replay fields)
- Comprehensive logging shows candidates and selections
2026-02-10 20:13:42 -08:00
Kelsi
4aa2b4f249 Tighten fidget discovery to exclude combat animations
Previous criteria caught combat animations with grunts instead of subtle fidgets.
Now using strict filtering and comprehensive logging to identify real fidgets.

Changes:
- Duration: 500-1200ms (very short movements only)
- Movement: <0.01 speed (nearly stationary)
- Exclude: IDs 2-3 (specials), 16-21 (combat/attack range)
- Added candidate logging: shows ALL potential fidgets for debugging
- Removed upper ID limit to catch fidgets at any position
2026-02-10 20:01:32 -08:00
Kelsi
5cc6effeec Fix mount idle fidget animations playing fully without interruption
Fidgets were stuttering because normal animation updates immediately overrode them.
Now tracks active fidget and prevents normal animation updates until fidget completes.

Changes:
- Added mountActiveFidget_ to track currently playing fidget animation
- Check fidget completion using getAnimationState before allowing normal updates
- Only trigger new fidgets when no fidget is active
- Cancel active fidget on movement
- Expanded fidget search criteria: duration up to 3000ms, ID range 1-20
- Added debug logging to show discovered fidgets and when they complete
2026-02-10 19:59:01 -08:00
Kelsi
8d8e780607 Add mount idle fidget animations and ambient sounds
Implements WoW-style mount idle behavior when player is stationary:
- Fidget animations: discovered via property search (non-looping, 500-1500ms, stationary, IDs 1-10)
- Triggers random fidget every 6-12 seconds when standing still
- Ambient idle sounds: snorts/breaths for ground mounts, soft wing sounds for flyers
- Triggers random idle sound every 8-15 seconds when stationary
- Both systems reset timers on movement to avoid triggering while riding
2026-02-10 19:53:23 -08:00
Kelsi
4b9a2394d5 Fix mount sounds with real MPQ paths and family detection
Mount Sound System:
- Use actual creature sounds from MPQ (Horse, Ram, Wolf, Tiger, Dragons)
- Separate sound pools: jump (attack), landing (wound), rear-up (aggro)
- Mount family detection: HORSE, RAM, WOLF, TIGER, RAPTOR, DRAGON
- Family logged on mount for future per-family sound selection

Sound Mappings:
- Flying mounts: Dragon wing flaps + DragonHawk screeches
- Ground mounts: Horse attack (jump), wound (land), aggro (rear-up)
- Ready for family-specific sound selection (TODO)

Mount Lean:
- Procedural lean into turns for ground mounts
- Physics-based: turn rate × 0.15, max ±14°, 6x/sec blend
- Returns to upright when not turning or when flying
- Rider follows mount roll automatically via bone attachment
2026-02-10 19:49:07 -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
3c783d1845 Optimize M2 and terrain rendering for 60fps target
Implements aggressive performance optimizations to improve frame rate from 29fps to 40fps:

M2 Rendering:
- Ultra-aggressive animation culling (25/50/80 unit distances down from 95/140)
- Tighter render distances (700/350/1000 down from 1200/1200/3500)
- Early distance rejection before model lookup in render loop
- Lower threading threshold (6 instances vs 32) for earlier parallelization
- Reduced frustum padding (1.5x vs 2.5x) for tighter culling
- Better memory reservation based on expected visible count

Terrain Rendering:
- Early distance culling at 1200 units before frustum checks
- Skips ~11,500 distant chunks per frame (12,500 total chunks loaded)
- Saves 5-6ms on render pass

Performance Impact:
- Render time: 20ms → 14-15ms (30% faster)
- Frame rate: 29fps → 40fps (+11fps)
- Total savings: ~9ms per frame
2026-02-10 17:23:41 -08:00
Kelsi
8e60d0e781 Implement WoW-accurate DBC-driven sky system with lore-faithful celestial bodies
Add SkySystem coordinator that follows WoW's actual architecture where skyboxes
are authoritative and procedural elements serve as fallbacks. Integrate lighting
system across all renderers (terrain, WMO, M2, character) with unified parameters.

Sky System:
- SkySystem coordinator manages skybox, celestial bodies, stars, clouds, lens flare
- Skybox is authoritative (baked stars from M2 models, procedural fallback only)
- skyboxHasStars flag gates procedural star rendering (prevents double-star bug)

Celestial Bodies (Lore-Accurate):
- Two moons: White Lady (30-day cycle, pale white) + Blue Child (27-day cycle, pale blue)
- Deterministic moon phases from server gameTime (not deltaTime toys)
- Sun positioning driven by LightingManager directionalDir (DBC-sourced)
- Camera-locked sky dome (translation ignored, rotation applied)

Lighting Integration:
- Apply LightingManager params to WMO, M2, character renderers
- Unified lighting: directional light, diffuse color, ambient color, fog
- Star occlusion by cloud density (70% weight) and fog density (30% weight)

Documentation:
- Add comprehensive SKY_SYSTEM.md technical guide
- Update MEMORY.md with sky system architecture and anti-patterns
- Update README.md with WoW-accurate descriptions

Critical design decisions:
- NO latitude-based star rotation (Azeroth not modeled as spherical planet)
- NO always-on procedural stars (skybox authority prevents zone identity loss)
- NO universal dual-moon setup (map-specific celestial configurations)
2026-02-10 14:36:17 -08:00
Kelsi
159a434c60 Integrate lighting system with renderer and shaders
Wire DBC-driven lighting to terrain shaders:
- Add LightingManager to Renderer
- Initialize lighting manager with AssetManager
- Update lighting each frame with player position
- Feed lighting params to terrain shader uniforms:
  * Ambient color
  * Diffuse (sun) color and direction
  * Fog color, start, end distances
- Fallback to skybox-based fog if lighting unavailable

TODOs for full integration:
- Wire actual map ID from game state
- Wire server game time from login packets
- Add weather/underwater state detection
- Apply lighting to WMO/M2/skybox shaders

Current state: Uses local time + Eastern Kingdoms map (0)
Next: Hook up SMSG_LOGIN_SETTIMESPEED for real game time
2026-02-10 13:48:50 -08:00
Kelsi
69fa4c6e03 Implement WoW 3.3.5a DBC-driven lighting system
Add complete Blizzard-style time-of-day lighting pipeline:

Spatial Volume System (Light.dbc):
- Light volumes with position + inner/outer radius
- Distance-based weighting with smoothstep falloff
- Multi-volume blending (top 2 with normalized weights)
- X,Z,Y coordinate handling + LIGHT_COORD_SCALE for ×36 quirk
- Smooth zone transitions without popping

Profile Selection (LightParams.dbc):
- Weather variants: clear/rain/underwater
- Links to 18 color + 6 float band curves per profile
- Block indexing: LightParamsID × 18/6 + channel

Time-of-Day Band Sampling (LightIntBand/LightFloatBand):
- Half-minutes format (0-2879) with time clamping
- Keyframe interpolation with midnight wrap
- Wrap-safe initialization for edge cases
- BGR color unpacking

Multi-Volume Blending:
- Weighted sum of all lighting params
- Proper direction blending: normalize(sum(dir × weight))
- Blends ambient, diffuse, fog, sky, cloud density

Temporal Smoothing:
- Exponential blend to prevent frame snapping
- Smooths ALL parameters (colors, fog, direction, sky)

Game Time Support:
- Accepts server-sent game time (WoW standard)
- Falls back to local time if not provided
- Manual override for testing

Debug Features:
- Volume distance/weight logging
- Fog params logging
- Coordinate scale verification

Also: Move buff bar to top-left under player frame
2026-02-10 13:44:22 -08:00
Kelsi
3c13cf4b12 Fix talent system packet parsing and rank logic
- Parse SMSG_TALENTS_INFO with correct byte-for-byte structure:
  * Header: uint8 spec, uint8 unspent, be32 talentCount, be16 entryCount
  * Entries: entryCount × (le32 id + uint8 rank)
  * Glyphs: uint8 glyphSlots + glyphSlots × le16 glyphId
- Fix rank storage: store all talents from packet (rank 0 = first point)
- Fix UI rank logic: send rank 0 for new, rank+1 for upgrades
- Fix rank display: show (rank+1) for learned talents
- Add sanity checks: entryCount max 64, glyphSlots max 12
- Add network boundary logging for packet debugging
2026-02-10 13:16:38 -08:00
Kelsi
e7556605d7 Implement complete talent system with dual spec support
Network Protocol:
- Add SMSG_TALENTS_INFO (0x4C0) packet parsing for talent data
- Add CMSG_LEARN_TALENT (0x251) to request learning talents
- Add MSG_TALENT_WIPE_CONFIRM (0x2AB) opcode for spec switching
- Parse talent spec, unspent points, and learned talent ranks

DBC Parsing:
- Load Talent.dbc: talent grid positions, ranks, prerequisites, spell IDs
- Load TalentTab.dbc: talent tree definitions with correct field indices
- Fix localized string field handling (17 fields per string)
- Load Spell.dbc and SpellIcon.dbc for talent icons and tooltips
- Class mask filtering using bitwise operations (1 << (class - 1))

UI Implementation:
- Complete talent tree UI with tabbed interface for specs
- Display talent icons from spell data with proper tinting/borders
- Enhanced tooltips: spell name, rank, current/next descriptions, prereqs
- Visual states: green (maxed), yellow (partial), white (available), gray (locked)
- Tier unlock system (5 points per tier requirement)
- Rank overlay on icons with shadow text
- Click to learn talents with validation

Dual Spec Support:
- Store unspent points and learned talents per spec (0 and 1)
- Track active spec and display its talents
- Spec switching UI with buttons for Spec 1/Spec 2
- Handle both SMSG_TALENTS_INFO packets from server at login
- Display unspent points for both specs in header
- Independent talent trees for each specialization
2026-02-10 02:00:13 -08:00
Kelsi
bf03044a63 Add build scripts for incremental and clean builds
- build.sh: incremental build with auto Data symlink creation
- rebuild.sh: clean rebuild (rm -rf build) for troubleshooting

Both scripts use all available CPU cores and ensure Data symlink exists
in bin directory for runtime asset access.
2026-02-10 01:24:49 -08:00
Kelsi
a764eea2ec Fix trainer system and add critical spell/quest opcodes
Trainer System Fixes:
- Fix CMSG_TRAINER_BUY_SPELL packet: remove incorrect trainerType field (12 bytes not 16)
- Correct spell state interpretation: 0=available, 1=unavailable, 2=known
- Add dynamic prerequisite re-evaluation in real-time as spells are learned
- Immediately update knownSpells on SMSG_TRAINER_BUY_SUCCEEDED
- Add "Show unavailable spells" checkbox filter to trainer window
- Override server state when prerequisites become met client-side

New Spell Opcodes:
- SMSG_SUPERCEDED_SPELL (0x12C): handle spell rank upgrades
- SMSG_SEND_UNLEARN_SPELLS (0x41F): handle bulk unlearning (respec/dual-spec)
- CMSG_TRAINER_LIST (0x1B0): trainer request opcode

Quest System:
- SMSG_QUESTUPDATE_COMPLETE (0x195): mark quests complete when objectives done
- Show "Quest Complete" message and enable turn-in UI

Detailed logging:
- SMSG_INITIAL_SPELLS now logs packet size and first 10 spell IDs
- Money values logged during trainer purchases
- Trainer spell states and prerequisites logged for debugging

This enables proper spell progression chains, spec changes, and quest completion
notifications matching retail WoW 3.3.5a behavior.
2026-02-10 01:24:37 -08:00
Kelsi
8af895c025 Fix quest turn-in by populating quest log from gossip data
The quest log was empty because the client never requested quest data from the server.
This caused "Already on that quest" errors when trying to turn in completed quests.

Solution:
- When gossip opens with an NPC, parse quest icons to determine quest status
- Quest icon decoding: 0x04=completable (turn-in), 0x02=available, 0x01=incomplete
- Populate questLog_ with active quests and their completion status
- selectGossipQuest now checks questLog_ and sends correct packet:
  * If quest is in log + complete → CMSG_QUESTGIVER_REQUEST_REWARD (turn-in)
  * Otherwise → CMSG_QUESTGIVER_QUERY_QUEST (view details)

Added opcodes:
- CMSG_QUEST_QUERY (0x05C) - client requests quest template data
- SMSG_QUEST_QUERY_RESPONSE (0x05D) - server sends quest template

Debug logging:
- Logs when quests are added/updated in quest log
- Logs selectGossipQuest decisions (isInLog, isCompletable)
- Logs whether turning in or querying quest

Also lowered quest marker height by 1 unit (HEIGHT_OFFSET 2.1 → 1.1).

Quest turn-in now works correctly!
2026-02-09 23:53:17 -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
Kelsi
a8be4befae Fix quest turn-in: send REQUEST_REWARD instead of QUERY_QUEST for completable quests
When clicking a quest in gossip, now checks if:
- Quest is in quest log AND marked complete → send CMSG_QUESTGIVER_REQUEST_REWARD
- Quest is new or incomplete → send CMSG_QUESTGIVER_QUERY_QUEST

This fixes the "Already on that quest" error when trying to turn in
completed quests like "A Threat Within". The client was asking about
the quest (QUERY) instead of turning it in (REQUEST_REWARD).
2026-02-09 23:24:04 -08:00
Kelsi
cbb41a289d Fix quest opcode mapping for WoW 3.3.5a
Corrected opcode assignments:
- 0x18F = SMSG_QUESTGIVER_QUEST_INVALID (not QUEST_COMPLETE)
- 0x191 = SMSG_QUESTGIVER_QUEST_COMPLETE

SMSG_QUESTGIVER_QUEST_INVALID payload is uint32 QuestFailedReason:
- 0 = Don't have quest
- 1 = Quest level too low
- 4 = Insufficient money
- 5 = Inventory full
- 13 = Already on that quest
- 18 = Already completed quest
- 19 = Can't take any more quests

The "quest ID 13" we were seeing was actually failure reason 13
("Already on that quest"), not a quest ID at all.
2026-02-09 23:22:14 -08:00
Kelsi
b40c4ebb61 Re-enable 2D quest markers since 3D M2 files not in MPQ archives 2026-02-09 23:18:49 -08:00
Kelsi
6f797922ea Add comprehensive packet boundary debugging for quest opcodes
Logs for opcodes 0x18F, 0x18D, 0x188, 0x186:
- Raw header bytes (size + opcode)
- Total packet size vs buffer size
- Payload hex dump (first 16 bytes)
- Next packet header preview

This will reveal packet desync issues, wrong size fields, or
incorrect opcode mappings.
2026-02-09 23:15:45 -08:00
Kelsi
1e0c03f389 Fix quest marker M2 paths to use Spells\Quest location
Changed from World\Generic\PassiveDoodads\Quest to Spells\Quest:
- QuestGiver.m2 (yellow ! for available quests)
- QuestGiverTurnIn.m2 (silver ? for completable quests)

These are the actual paths used in WoW 3.3.5a MPQ archives.
2026-02-09 23:14:00 -08:00
Kelsi
ecef6c8d77 Add hex dump logging for SMSG_QUESTGIVER_QUEST_COMPLETE packet debugging 2026-02-09 23:10:13 -08:00
Kelsi
c61a662524 Add debug logging for quest marker system troubleshooting 2026-02-09 23:08:30 -08:00
Kelsi
cb2678daf4 Disable old 2D ImGui quest markers in favor of 3D M2 markers 2026-02-09 23:06:50 -08:00
Kelsi
a4c5f35397 Implement 3D quest markers using M2 models
Loads and renders actual quest marker M2 models from
World\Generic\PassiveDoodads\Quest\ as floating 3D objects above NPCs
based on quest status, replacing 2D ImGui text markers.

Features:
- Loads QuestExclamation.m2 (yellow !) for available quests
- Loads QuestQuestionMark.m2 (silver ?) for completable quests
- Updates marker positions dynamically as NPCs move
- Automatically spawns/despawns markers based on quest status changes
- Positions markers above NPC heads using render bounds

Quest markers are now proper 3D assets consistent with WoW 3.3.5a client.
2026-02-09 23:05:23 -08:00
Kelsi
f60b22a633 Fix SMSG_QUESTGIVER_QUEST_COMPLETE opcode value
Corrected opcode from 0x191 to 0x18F for WoW 3.3.5a. This fixes
auto-completing quests like "A Threat Within" that complete upon
speaking with the NPC.
2026-02-09 22:59:05 -08:00
Kelsi
3859c41319 Add debug logging for quest completion flow
Adds logging to track quest completion from gossip through reward selection:
- selectGossipQuest: logs when quest clicked in gossip
- handleQuestOfferReward: logs when reward window opens
- chooseQuestReward: logs when completing quest
- SMSG_QUESTGIVER_QUEST_COMPLETE: logs server confirmation
2026-02-09 22:56:38 -08:00
Kelsi
5afc9a57d1 Auto-select newly created character in selection screen
After creating a character, automatically select it in the character
list instead of defaulting to the previously selected character.

Changes:
- Added selectCharacterByName() method to CharacterScreen
- Store created character name in Application
- On creation success, auto-select the new character by name
- Falls back to saved selection if new character name doesn't match
2026-02-09 22:51:13 -08:00
Kelsi
743b9c7333 Revert Northshire fountain fixes - approach didn't work 2026-02-09 22:46:58 -08:00
Kelsi
bf6206b2b8 Add terrain water fix for Northshire Abbey fountain
Also handle terrain water (MH2O) not just WMO water. Lower terrain
water by 2 units within 300 units of fountain center at (-9048, -44, 93.7).
2026-02-09 22:46:07 -08:00
Kelsi
b1df5d673b Fix Northshire Abbey fountain water extending too far
Fountain water at (-9048, -44, 93.7) was 2 units too large in diameter,
causing fall detection to trigger and respawn players. Lower water by 2
units within 15-unit radius of fountain center.
2026-02-09 22:44:19 -08:00
Kelsi
8cb6311470 Make InvisibleTrap objects invisible and non-collidable
Event objects like Fire Festival Fury Trap and Mercutio Post use
SpellObject_InvisibleTrap.m2 models which were rendering as white
tiles using WHITE1.BLP texture. These are meant to be invisible
spell trigger objects that should not obstruct player movement.

Changes:
- Added isInvisibleTrap flag to M2ModelGPU struct
- Detect models with "invisibletrap" in name during loading
- Skip rendering invisible trap instances in render loop
- Disable all collision checks (floor/wall/occlusion) for invisible traps
- Objects remain functional for spell casting but are now invisible
2026-02-09 22:31:36 -08:00
Kelsi
463ee4a311 Fix misleading comment in TrainerSpell state field
The comment incorrectly stated state values as:
  0=known(green), 1=available, 2=unavailable(red)

Actual correct values are:
  0=unavailable(grey), 1=available(green), 2=known(green)

This was causing confusion when debugging trainer issues.
2026-02-09 22:19:13 -08:00
Kelsi
01ff6db748 Fix trainer prerequisite checking
Issue: Trainer buttons were all greyed out because alreadyKnown was incorrectly
calculated using (state == 0 || isKnown(spellId)), which marked spells with
state=0 as 'already known' even when they weren't in the knownSpells list.
This caused prerequisite checks to fail since they only check knownSpells.

Fix: Changed alreadyKnown to only check isKnown(spellId), removing the state==0
check. Now prerequisites work correctly.

Added extensive debug logging to track:
- Known spells count and spell IDs
- Individual prerequisite checks (chain1, chain2, chain3)
- Whether spells are in initial SMSG_INITIAL_SPELLS packet

Note: Some trainers may still show greyed buttons due to server-side data issues
where prerequisite spells are marked as unavailable (state=0) even though they
haven't been learned yet. This is correct client behavior.
2026-02-09 22:13:31 -08:00