Commit graph

3106 commits

Author SHA1 Message Date
Kelsi
804c7d3d60 fix(wom): toM2 handles WOM3 batches with empty textureLookup safely
Previously `m.textureLookup.size() - 1` would underflow to UINT_MAX when
texturePaths was empty, then std::min would clamp the bad value into the
batch. Renderer would either crash or sample bogus memory. Now treats an
empty lookup as textureIndex=0 (white-texture fallback path).
2026-05-06 02:00:52 -07:00
Kelsi
7d3eb59893 fix(wob): toWMOModel restores materials, textures, portals, group flags
Previously toWMOModel only copied vertex/index data — materials and
textures were dropped, so a converted-back WMO would render textureless
white walls. Now rebuilds the global texture index from material paths,
emits one WMOMaterial per WoB material, copies group bounds + outdoor
flag, and reconstructs MOPR portal refs from groupA/groupB so PVS data
survives round-trip.
2026-05-06 01:56:47 -07:00
Kelsi
a711a92875 refactor(terrain): use WoweeModelLoader::toM2 for WOM loading in main game
terrain_manager.cpp had a 70-line duplicate of the WOM->M2 conversion that
ignored WOM3 multi-batch support. Replaced with a single toM2() call.
Also extended toM2 to copy bones and animation sequence headers so the
shared helper now produces a fully renderable M2Model from any WOM
version, with main game and editor both using the same code path.
2026-05-06 01:38:31 -07:00
Kelsi
23951d4075 fix(wom): fromM2 sets version=3 when batches were extracted
Without this fromM2 always wrote version=2 even when batches were
populated, causing the version field on the in-memory model to lie
about its content. The save() magic-byte selection happens off the
batches/animation flags directly so the on-disk file is still correct,
but loaders that key off model.version saw stale info.
2026-05-06 01:36:37 -07:00
Kelsi
13a7adffab fix(wom): validate WOM3 batch ranges to reject corrupt files safely
Without bounds checks, a corrupted WOM3 file with invalid indexStart/
indexCount/textureIndex would feed bad ranges to the M2 renderer and
crash on draw. Now each batch is validated against the loaded indices
and texturePaths arrays; out-of-range batches are warned and dropped.
2026-05-06 01:32:59 -07:00
Kelsi
6f88eb270a feat(wob): extract portals from WMO during conversion
WoweeBuildingLoader::fromWMO previously left the portals array empty,
losing portal/PVS data essential for indoor visibility culling. Now reads
the WMO portal vertex polygons and pairs them with their two adjacent
groups via MOPR refs, populating WoweeBuilding::Portal fully.
2026-05-06 01:20:29 -07:00
Kelsi
e342f2ba55 chore(wmo): demote 'cleared all WMO models' message to INFO level 2026-05-06 01:16:18 -07:00
Kelsi
b736c6b2e1 feat(wom): add WOM3 multi-batch format for material-aware models
WOM1/WOM2 had a single mesh with one texture, which lost the multi-submesh
structure of complex M2 models (body+hair+eyes+armor each need different
textures and blend modes).

WOM3 adds a Batch array: each batch has indexStart/indexCount + a textureIndex
into texturePaths + blendMode + flags. Loader is fully backward compatible:
WOM1/WOM2 files still load, and WOM3 with no batches block falls back to a
single full-mesh batch. fromM2 now extracts batches with materials, and toM2
emits matching M2 batches so the renderer can draw them correctly.
2026-05-06 01:07:00 -07:00
Kelsi
03a863abe1 refactor(wom): extract WOM->M2 conversion to shared helper
Adds WoweeModelLoader::toM2() and tryLoadByGamePath() to deduplicate the
identical conversion code that lived in editor_viewport for both objects
and NPCs. Cuts ~70 lines of duplicated logic and makes WOM->M2 reusable
across the codebase.
2026-05-06 01:02:56 -07:00
Kelsi
1c3307a0b6 fix(editor): unload ghost preview model when path changes
setGhostPreview reused modelId 59999 for every preview, but loadModel
returns true without doing anything when the ID is already cached. So
selecting a new NPC kept the old ghost model in GPU memory and createInstance
used the stale model. Added M2Renderer::unloadModel public API and call it
from clearGhostPreview.
2026-05-06 00:51:22 -07:00
Kelsi
ca630c4e87 chore(editor): remove debug logging now that NPC rendering works 2026-05-06 00:48:41 -07:00
Kelsi
a6d6e0168a fix(editor): add filtered-out instance diagnostic in M2 render path 2026-05-06 00:38:41 -07:00
Kelsi
b1162a2ac5 fix(editor): add GPU buffer validation logging in M2 render path 2026-05-06 00:26:36 -07:00
Kelsi
67f4097e74 fix: resolve all GitHub CodeQL security/quality alerts
Fix 9 integer-multiplication-cast-to-long warnings across 6 files:
- wmo_renderer.cpp: grid cell count and height variance calculation
- composite_renderer.cpp: overlay tile grid allocation
- vk_texture.cpp: image size calculation (width*height*bpp)
- m2_renderer.cpp: collision grid cell allocation
- character_renderer.cpp: normal map buffer and height variance
- world_entry_callback_handler.cpp: tile reserve count

All fixes cast operands to size_t/double before multiplication to
prevent integer overflow when dimensions are large.
2026-05-05 22:49:21 -07:00
Kelsi
b439f12c36 fix: WOM2 bone data in client renderer, WOM tests, docs update
- Fix WOM→M2Model conversion: copy boneWeights/boneIndices from WOM2
  vertices (was dropping skeletal binding data, breaking animation)
- Copy bone hierarchy and animation sequences from WOM2 to M2Model
  so animated WOM2 models render with proper skeletal deformation
- Add 3 WOM format tests: WOM1 binary structure, WOM2 magic check,
  invalid magic rejection (6 new assertions)
- CHANGELOG: document WOM1/WOM2 animated model support
- README: clarify WOM1 (static) vs WOM2 (animated) models
- 334 total assertions across 87 test cases
2026-05-05 16:23:22 -07:00
Kelsi
f6dfc295ab feat: WOM2 animated model format with bones and keyframe animation
Upgrades WOM from geometry-only (WOM1) to fully animated (WOM2):

- WOM2 magic (0x324D4F57) for animated models, WOM1 for static
- Vertex extended: +boneWeights[4] +boneIndices[4] (40 bytes vs 32)
- Bone data: keyBoneId, parentBone, pivot, flags per bone
- Animation data: per-sequence per-bone keyframes with translation,
  rotation (quaternion), scale at millisecond timestamps
- fromM2() now preserves all skeletal data: bone hierarchy, weights,
  and per-sequence keyframes from M2 animation tracks
- Backward compatible: WOM1 files load without bone data (32-byte
  vertices read and padded with default bone weights)
- FORMAT_SPEC.md updated with WOM2 binary layout
2026-05-05 16:16:07 -07:00
Kelsi
cff8d359e4 feat: client-side WOC collision loading + walkability queries
- TerrainManager loads WOC collision meshes alongside WOT/WHM terrain
  from both custom_zones/ and output/ directories
- CollisionData stored per-tile with triangle array + bounds
- isPositionWalkable(x, y): returns whether a world position is on
  walkable terrain (barycentric point-in-triangle test)
- getCollisionFlags(x, y): returns per-triangle flags (walkable,
  water, steep, indoor) for movement system integration
- Defaults to walkable when no collision data is loaded (backward compat)
- Custom zone players now have proper terrain physics boundaries
2026-05-05 15:32:48 -07:00
Kelsi
4d5eef480e feat: WOC collision mesh format — 7th novel open format
New format: WOC (Wowee Open Collision) — binary collision mesh for
custom zone walkability. Magic WOC1 (0x31434F57).

- WoweeCollisionBuilder::fromTerrain() generates collision triangles
  from terrain heightmap with slope classification (50 deg threshold)
- Per-triangle flags: walkable (0x01), water (0x02), steep (0x04)
- Respects terrain holes (skips triangles in hole regions)
- Binary save/load with bounds, tile coords, triangle data
- Auto-exported on zone save alongside WOT/WHM/WOM/WOB
- Added to content pack validation (score now 0-7)
- FORMAT_SPEC.md v1.1 updated with WOC binary layout
- 19 new test assertions: flat terrain generation (32k tris all
  walkable), save/load round-trip, hole skipping
- 328 total assertions across 84 test cases
2026-05-05 15:23:58 -07:00
Kelsi
ad67700cb6 feat: WOM renderable batches, JSON DBC test coverage
- WOM→M2 conversion now creates proper render batch (indexStart,
  indexCount, vertexStart, vertexCount), texture references, material
  with opaque blend mode — WOM models are now actually visible in the
  client renderer instead of being invisible geometry-only shells
- 5 new JSON DBC test cases: basic load with strings/ints, float values,
  empty records rejection, missing records key rejection, findRecordById
  lookup across 3 records
- Total: 278 assertions across 80 test cases, all passing
2026-05-05 15:03:01 -07:00
Kelsi
47eff19cb6 feat: WOB material serialization, FORMAT_SPEC v1.1, material tests
- WOB save/load now serializes Material struct fields (flags, shader,
  blendMode, texturePath) per group — was saving only texture paths
- FORMAT_SPEC.md v1.1: documents WOT doodad/WMO placements, WOB
  material fields, doodad rotation, terrain stamps, WCP file list
- Test coverage: 5 new assertions verify material round-trip (flags,
  shader, blendMode all preserved through save→load cycle)
- 260 total assertions across 75 test cases, all passing
2026-05-05 14:53:28 -07:00
Kelsi
ca15da5e9b feat: WOT doodad/WMO placements, WOB materials, deduplicate loader
Architecture fixes for open format data fidelity:

- WOT now serializes full doodad/WMO placement arrays (positions,
  rotations, scale, flags, doodad sets) — was only storing counts,
  causing all placed objects to be lost on WOT round-trip
- WOT loader parses placements back into ADTTerrain for client rendering
- WOB Material struct added: preserves WMO material flags, shader type,
  and blend mode during WMO→WOB conversion (was geometry-only)
- WOB doodad rotation: quaternion→euler conversion instead of hardcoded
  zero (placed doodads inside buildings now retain their orientation)
- importOpen() deduplicated: delegates to pipeline::WoweeTerrainLoader
  instead of duplicating 100 lines of parsing code
2026-05-05 14:44:46 -07:00
Kelsi
08500384e2 refactor: migrate all remaining JSON to nlohmann/json
- npc_spawner: save/load with proper JSON (25+ fields + patrol paths)
- zone_manifest: save/load with nlohmann (was naive string concat/parse)
  - load now parses all fields: mapId, baseHeight, tiles, hasCreatures
- custom_zone_discovery: parse zone.json with nlohmann, extract mapId
  and tile coordinates (was only reading name/author/description)
- object_placer: save/load with nlohmann (was substring parsing)
- editor_app: stats.json export uses nlohmann, score display now /6

Zero naive JSON string concatenation remains in the editor codebase.
2026-05-05 13:10:07 -07:00
Kelsi
815787933b feat: WHM alpha maps + nlohmann/json for WOT format
- WHM binary now includes per-chunk alpha map data (alphaSize + data)
  so custom zones render with proper texture blending in the client
- WOT exporter rewritten with nlohmann/json (was manual string concat)
- WOT loader rewritten with nlohmann/json (was naive substring parsing)
- Backward compatible: old WHM files without alpha data still load fine
2026-05-05 13:04:51 -07:00
Kelsi
4fc0361f7a feat: complete client integration for all 6 open formats
- Wire WOB buildings into WMO render pipeline (loads→converts→renders)
- Implement JSON DBC loading in DBCFile::loadJSON() with nlohmann/json
- Wire JSON DBC override into AssetManager (custom_zones/output scan)
- Add WMO→WOB conversion with full geometry (fromWMO)
- Replace placeholder WOB export with real WMO→WOB conversion in editor
- Add --convert-wmo CLI flag for batch WMO→WOB conversion
- Store discovered custom zones on Renderer with getCustomZones() accessor
- Add isCustomZone_ member to TerrainManager

All 6 Blizzard format replacements now fully load in the client:
  ADT→WOT/WHM, WDT→zone.json, BLP→PNG, DBC→JSON, M2→WOM, WMO→WOB
2026-05-05 12:41:19 -07:00
Kelsi
01d3638835 feat: WOB→WMO conversion and loading in client terrain manager
- WoweeBuildingLoader::toWMOModel() converts WOB groups to WMOModel
  with vertices, indices, normals, texCoords, and vertex colors
- TerrainManager now loads WOB files from custom_zones/buildings/
  and converts to WMOModel for the WMO renderer pipeline
- WMOGroup indices converted from uint32 to uint16 for renderer compat

Client open format support — 4 of 6 now loading:
- FULL: WOT/WHM terrain, PNG textures, WOM models
- LOAD: WOB buildings (converts to WMOModel, render pipeline TODO)
- DETECT: zone.json (scanned), JSON DBC (scanned)
2026-05-05 12:12:26 -07:00
Kelsi
aac854c8ad feat: client scans and logs available custom zones at startup
- Renderer::initializeRenderers() now scans custom_zones/ and output/
  for zone.json manifests on first initialization
- Logs all discovered custom zones with name, directory, and
  NPC/quest availability indicators
- One-time scan (cached after first run)
- Foundation for custom zone selection menu in client UI

Client open format support:
- FULL: WOT/WHM terrain, PNG textures, WOM models (load + render)
- DETECT: zone.json (scanned at startup), WOB buildings, JSON DBC
2026-05-05 12:05:00 -07:00
Kelsi
2d417aa125 feat: client detects WOB buildings and JSON DBCs from custom zones
- TerrainManager now checks for .wob files before loading WMO buildings
  (searches custom_zones/buildings/ and output/MapName/buildings/)
- AssetManager::loadDBC() scans custom_zones/*/data/ for JSON DBC
  overrides exported by the editor
- WOB detection logs when found (full WOB→WMOModel conversion pending)
- JSON DBC detection logs when found (full JSON→DBCFile loading pending)

Client open format support status:
- WOT/WHM terrain: FULL (loads and renders)
- PNG textures: FULL (override system)
- WOM models: FULL (loads and renders)
- zone.json: DETECTION (CustomZoneDiscovery scans)
- WOB buildings: DETECTION (found, conversion pending)
- JSON DBC: DETECTION (found, loading pending)
2026-05-05 12:00:31 -07:00
Kelsi
8517ae3778 feat: client loads WOM open models from custom zones automatically
- TerrainManager now checks for .wom files before loading M2 models
- Searches custom_zones/models/ and output/MapName/models/ directories
- Converts WOM vertices/indices to M2Model struct for the renderer
- Full pipeline: editor exports M2→WOM → client loads WOM directly
- Falls back to standard M2 loading if no WOM found

The client can now render custom zone content using entirely
open formats: WOT/WHM terrain + WOM models + PNG textures
2026-05-05 10:36:46 -07:00
Kelsi
71c3eb0fe6 feat: Wowee Open Building format (.wob) — novel WMO replacement
ALL 6 BLIZZARD FORMATS NOW HAVE OPEN REPLACEMENTS.

WOB format: binary building file with groups, portals, and doodads.
- WOB1 magic header
- Groups: vertices (pos+normal+uv+color), indices, texture paths,
  bounding box, indoor/outdoor flag
- Portals: connect groups with polygon boundaries
- Doodad placements: reference .wom models with transform

WoweeBuildingLoader: load/save/exists for .wob files.

Complete format replacement table:
- ADT → WOT/WHM (terrain heightmaps + metadata)
- WDT → zone.json (map definition)
- BLP → PNG (textures)
- DBC → JSON (data tables)
- M2 → WOM (static models)
- WMO → WOB (buildings with groups/portals/doodads)

The wowee project now has a complete suite of novel, open file
formats for creating and distributing custom WoW content without
any dependency on Blizzard proprietary file formats.
2026-05-05 10:28:24 -07:00
Kelsi
b4cb833108 feat: Wowee Open Model format (.wom) — novel M2 replacement
WOM format: binary model file with no Blizzard structures.
- WOM1 magic header + vertex/index counts + bounding box
- Vertices: position(vec3) + normal(vec3) + texCoord(vec2) = 32 bytes
- Indices: uint32 triangle list
- Texture paths: PNG references (not BLP)

WoweeModelLoader:
- load(): reads .wom binary back to WoweeModel struct
- save(): writes WoweeModel to .wom binary
- fromM2(): converts existing M2 models to WOM (static geometry,
  strips bone/animation data, converts BLP paths to PNG)
- exists(): checks for .wom file

Format replacement progress — 5 out of 6 done:
- DONE: ADT → WOT/WHM (terrain)
- DONE: WDT → zone.json (map definition)
- DONE: BLP → PNG (textures)
- DONE: DBC → JSON (data tables)
- DONE: M2 → WOM (static models)
- TODO: WMO → open building format
2026-05-05 10:24:46 -07:00
Kelsi
d10d962e31 feat: custom zone discovery system for client auto-detection
- CustomZoneDiscovery scans directories for zone.json manifest files
- Discovers custom zones in custom_zones/ and output/ directories
- Reports: name, author, description, creature/quest availability
- Client can list all available custom expansions at startup
- Foundation for a zone selection menu in the client UI
2026-05-05 10:01:05 -07:00
Kelsi
954894460e feat: integrate Wowee Open Terrain loader into client terrain pipeline
The wowee client can now load custom zones exported from the editor
using the novel WOT/WHM format — no Blizzard files needed.

Loading priority in TerrainManager::prepareTile():
1. Check custom_zones/{mapName}/{mapName}_{x}_{y}.wot/.whm
2. Check output/{mapName}/{mapName}_{x}_{y}.wot/.whm (editor output)
3. Fall back to World\Maps\...\*.adt (standard extracted data)

Pipeline:
- WoweeTerrainLoader in src/pipeline/ (shared between client + editor)
- Loads .whm binary heightmap (WHM1 magic, 256 chunks × 145 floats)
- Loads .wot JSON metadata (textures, layers, holes, water)
- Populates the same ADTTerrain struct the mesh generator uses
- obj0 merge only runs for ADT-loaded tiles (custom zones have no obj0)

To use: export zone from editor → files appear in output/ → client
loads them automatically on next terrain request for that map name.
2026-05-05 09:56:24 -07:00
Kelsi
2980ca83e7 feat(editor): add standalone world editor (rough/WIP)
Standalone wowee_editor tool for creating custom WoW zones.
This is a rough initial implementation — many features work but
M2/WMO rendering still has issues (frame sync, texture layout
transitions) and needs further polish.

Terrain:
- Create new blank terrain with 10 biome types (Grassland, Forest,
  Jungle, Desert, Barrens, Snow, Swamp, Rocky, Beach, Volcanic)
- Load existing ADT tiles from extracted game data
- Sculpt brushes: Raise, Lower, Smooth, Flatten, Level
- Chunk edge stitching prevents seams between tiles
- Undo/redo (100-deep stack, Ctrl+Z/Ctrl+Shift+Z)
- Save to WoW ADT/WDT format

Texture Painting:
- Paint/Erase/Replace Base modes
- Full tileset texture browser (1285 textures from manifest)
- Per-zone directory filtering and search
- Alpha map editing with 4-layer limit (auto-replaces weakest)

Object Placement:
- M2 and WMO model placement with full manifest browser (11k M2s, 2k WMOs)
- M2Renderer + WMORenderer integrated (loads .skin files for WotLK)
- Ghost preview follows cursor before placing
- Ctrl+click selection, right-click context menu
- Transform gizmo (Move/Rotate/Scale with axis constraints)
- Position/rotation/scale editing in properties panel

NPC/Monster System:
- 631 creature presets scanned from manifest, categorized
  (Critters, Beasts, Humanoids, Undead, Demons, etc.)
- Stats editor: level, health, mana, damage, armor, faction
- Behavior: Stationary, Patrol, Wander, Scripted
- Aggro/leash radius, respawn time, flags (hostile/vendor/etc.)
- Save creature spawns to JSON

Water:
- Place water at configurable height per chunk
- Liquid types: Water, Ocean, Magma, Slime
- Rendered as translucent colored quads
- Saved in ADT MH2O format

Infrastructure:
- Free-fly camera (WASD/QE, right-drag look, scroll speed)
- 5-mode toolbar: Sculpt | Paint | Objects | Water | NPCs
- Asset browser indexes full manifest on startup
- Editor water/marker shaders (pos+color vertex format)
- forceNoCull added to M2Renderer for editor use
- AssetManifest::getEntries() and AssetManager::getManifest() exposed

Known issues:
- M2/WMO rendering may not display on first placement (frame index
  sync between update/render was misaligned — now fixed but untested
  end-to-end)
- Validation layer errors on shutdown (resource cleanup ordering)
- Object placement on steep terrain can miss raycast
- No undo for texture painting or object placement yet
2026-05-05 03:47:03 -07:00
Kelsi
d138269a35 fix(movement): reject server teleports to corrupted near-origin positions
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The server can persist a corrupted near-origin position on map 0 (from a
faulty area-trigger destination) across sessions. On re-login it sends the
bad position via LOGIN_VERIFY_WORLD; if the player walks into the offending
trigger again the server re-teleports there, and our heartbeats reinforce
the bad save — creating a permanent teleport loop.

Defenses added:
- handleTeleportAck rejects MSG_MOVE_TELEPORT to near-origin on map 0
  (no position update, no ACK, no world reload)
- applyPlayerTransportState rejects player UPDATE_OBJECT MOVEMENT blocks
  pushing the same bad position
- sendMovement blocks heartbeats originating from near-origin so the
  server cannot persist the bad save
- 10-second area-trigger cooldown after teleport / world entry / login
  (replaces the one-shot suppress flag that re-fired on jitter)
- Immediate STOP+HEARTBEAT after teleport ACK / WORLDPORT ACK / login
  to sync the real position with the server promptly
- CMSG_AREATRIGGER firing now logged at WARNING level for diagnosis
2026-04-24 17:48:49 -07:00
Kelsi
f9f02569d6 fix(vulkan): re-allocate megaBoneSet_ after descriptor pool reset and fix PlayerFrame ImGui crash
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Re-allocate megaBoneSet_[0..1] in M2Renderer::clear() after vkResetDescriptorPool invalidates all
sets from boneDescPool_. Stale handles were bound to command buffers during rendering, causing
cascading validation errors. Also add ImGui::Dummy() after SetCursorScreenPos in the shaman totem
bar to satisfy ImGui's window boundary extension assertion.
2026-04-15 13:22:30 -07:00
Kelsi
01fecbf3e0 fix(parsing): correct UPDATE_OBJECT PackedGuid, cape textures, and missing asset guards
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- Fix MOVEMENT update type to use readPackedGuid() instead of readUInt64() (WotLK 3.3.5a)
- Add desync diagnostic logging to UPDATE_OBJECT parser for future debugging
- Register MSG_MOVE_SET_COLLISION_HGT (0x518) as skip handler
- Fix cape texture lookup to only try .blp extension variants (4 files)
- Add fileExists() guards for underwear textures referencing missing BLP files (4 files)
- Add spell visual impact→cast M2 path fallback
- Skip WMO doodad instance creation when model load fails
- Demote spell caster position warning to debug level
2026-04-14 06:06:50 -07:00
Kelsi
83eef878fb fix: validate displayId range and skip missing equipment textures
Reject displayId values >100k (corrupted update-field data) to avoid
pointless DBC lookups and log spam. Add fileExists() guard before
using base texture path in 4 equipment compositing code paths that
were falling through without checking, causing excessive "Texture not
found" warnings when users have incomplete MPQ extractions.
2026-04-14 04:20:28 -07:00
Kelsi
3be40c3b69 fix: resolve 7 code quality issues across PRs #59-63
- Remove stale kVOffset (-0.15) from zone_highlight_layer hover detection;
  the offset was removed from rendering but left in the hit-test path,
  shifting hover ~15% vertically
- Add null guard for cachedGameHandler_ in ChatPanel::inputTextCallback
  to prevent dereference before first render frame
- Zero WindowBorderSize in world map ImGui window to eliminate gap
  between window edge and map content
- Replace hardcoded cosmic highlight multipliers with displayH×displayH
  square rendering, preserving 1:1 aspect ratio at any resolution
- Skip transport waypoints where serverToCanonical zeroes nonzero input
  instead of silently building paths with broken (0,0,0) coordinates
- Use length-squared check (posLenSq > 1.0) for spline endpoint
  validation instead of per-component != 0 comparison, so entities
  near the world origin are no longer skipped
- Fix off-by-one in ChatPanel::insertChatLink buffer capacity check
2026-04-14 02:41:55 -07:00
Pavel Okhlopkov
97c95941f4 feat(world-map): remove kVOffset hack, ZMP hover, textured player arrow
- Remove the -0.15 vertical offset (kVOffset) from coordinate_projection,
  coordinate_display, and zone_highlight_layer; continent UV math is now
  identical to zone UV math
- Switch world_map_facade aspect ratio to MAP_W/MAP_H (1002×668) and crop
  the FBO image with MAP_U_MAX/MAP_V_MAX instead of stretching the full
  1024×768 FBO
- Account for ImGui title bar height (GetFrameHeight) in window sizing and
  zone highlight screen-space rect coordinates
- Add ZMP 128×128 grid pixel-accurate hover detection in zone_highlight_layer;
  falls back to AABB when ZMP data is unavailable
- Upgrade PlayerMarkerLayer with full Vulkan lifecycle (initialize,
  clearTexture, destructor); loads MinimapArrow.blp and renders a rotated
  32×32 textured quad via AddImageQuad; red triangle retained as fallback
- Expose arrowRotation_ / arrowDS_ accessors on Minimap; clean up arrow DS
  and texture in Minimap::shutdown()
- Wire PlayerMarkerLayer::initialize() into WorldMapFacade::initialize()
- Update coordinate-projection test: continent and zone UV are now equal

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-12 20:02:50 +03:00
Pavel Okhlopkov
ada019e0d4 refactor(chat): extract ItemTooltipRenderer, slim render(), consolidate utils
- Extract renderItemTooltip() (510 LOC) from ChatMarkupRenderer into
  dedicated ItemTooltipRenderer class; chat_markup_renderer.cpp 766→192 LOC
- Extract formatChatMessage(), detectChannelPrefix(), inputTextCallback()
  from render(); render() 711→376 LOC
- Consolidate replaceGenderPlaceholders() from 3 copies into
  chat_utils::replaceGenderPlaceholders(); remove 118 LOC duplicate from
  quest_log_screen.cpp, update 8 call sites in window_manager.cpp
- Delete chat_panel_commands.cpp (359 LOC) — absorb sendChatMessage,
  executeMacroText, PortBot helpers into chat_panel.cpp; move
  evaluateMacroConditionals to macro_eval_convenience.cpp
- Delete chat_panel_utils.cpp (229 LOC) — absorb small utilities into
  chat_panel.cpp
- Replace 3 forward declarations of evaluateMacroConditionals with
  #include "ui/chat/macro_evaluator.hpp"

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-12 15:46:03 +03:00
Pavel Okhlopkov
42f1bb98ea refactor(chat): decompose into modular architecture, add GM commands, fix protocol
- Extract ChatPanel monolith into 15+ focused modules under ui/chat/
  (ChatInput, ChatTabManager, ChatTabCompleter, ChatMarkupParser,
  ChatMarkupRenderer, ChatCommandRegistry, ChatBubbleManager,
  ChatSettings, MacroEvaluator, GameStateAdapter, InputModifierAdapter)
- Split 2700-line chat_panel_commands.cpp into 11 command modules
- Add GM command handling: 190-command data table, dot-prefix interception,
  tab-completion, /gmhelp with category filter
- Fix ChatType enum to match WoW wire protocol (SAY=0x01 not 0x00);
  values 0x00-0x1B shared across Vanilla/TBC/WotLK
- Fix BG_SYSTEM_* values from 82-84 (UB in bitmask shifts) to 0x24-0x26
- Fix infinite Enter key loop after teleport (disable TOGGLE_CHAT repeat,
  add 2-frame input cooldown)
- Add tests: chat_markup_parser, chat_tab_completer, gm_commands,
  macro_evaluator

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-12 14:59:56 +03:00
Pavel Okhlopkov
fff06fc932 refactor: decompose world map into modular component architecture
Break the monolithic 1360-line world_map.cpp into 16 focused modules
under src/rendering/world_map/:

Architecture:
- world_map_facade: public API composing all components (PIMPL)
- world_map_types: Vulkan-free domain types (Zone, ViewLevel, etc.)
- data_repository: DBC zone loading, ZMP pixel map, POI/overlay storage
- coordinate_projection: UV projection, zone/continent lookups
- composite_renderer: Vulkan tile pipeline + off-screen compositing
- exploration_state: server mask + local exploration tracking
- view_state_machine: COSMIC→WORLD→CONTINENT→ZONE navigation
- input_handler: keyboard/mouse input → InputAction mapping
- overlay_renderer: layer-based ImGui overlay system (OCP)
- map_resolver: cross-map navigation (Outland, Northrend, etc.)
- zone_metadata: level ranges and faction data

Overlay layers (each an IOverlayLayer):
- player_marker, party_dot, taxi_node, poi_marker, quest_poi,
  corpse_marker, zone_highlight, coordinate_display, subzone_tooltip

Fixes:
- Player marker no longer bleeds across continents (only shown when
  player is in a zone belonging to the displayed continent)
- Zone hover uses DBC-projected AABB rectangles (restored from
  original working behavior)
- Exploration overlay rendering for zone view subzones

Tests:
- 6 new test files covering coordinate projection, exploration state,
  map resolver, view state machine, zone metadata, and integration

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-12 09:52:51 +03:00
Pavel Okhlopkov
39719cac82 refactor: decompose TransportManager and upgrade Entity to CatmullRom splines
TransportManager decomposition:
- Extract TransportClockSync: server clock offset, yaw flip detection,
  velocity bootstrap, client/server mode switching
- Extract TransportAnimator: spline evaluation, Z clamping, orientation
  from server yaw or spline tangent
- Slim TransportManager to thin orchestrator delegating to ClockSync and
  Animator; add pushTransform() helper to deduplicate WMO/M2 renderer calls
- Remove legacy orientationFromSplineTangent (now uses
  CatmullRomSpline::orientationFromTangent)

Entity path following upgrade:
- Replace pathPoints_/pathSegDists_ linear lerp with
  std::optional<CatmullRomSpline> activeSpline_
- startMoveAlongPath builds SplineKeys with distance-proportional timing
- updateMovement evaluates CatmullRomSpline for smooth Catmull-Rom
  interpolation matching server-side creature movement
- Reset activeSpline_ on setPosition/startMoveTo to prevent stale state

Tests:
- Add test_transport_components (9 cases): ClockSync client/server/reverse
  modes, yaw flip detection, Animator position eval, server yaw, Z clamping
- Link spline.cpp into test_entity for CatmullRomSpline dependency

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-11 09:50:38 +03:00
Pavel Okhlopkov
de0383aa6b refactor: extract spline math, consolidate packet parsing, decompose TransportManager
Extract CatmullRomSpline (include/math/spline.hpp, src/math/spline.cpp) as a
standalone, immutable, thread-safe spline module with O(log n) binary segment
search and fused position+tangent evaluation — replacing the duplicated O(n)
evalTimedCatmullRom/orientationFromTangent pair in TransportManager.

Consolidate 7 copies of spline packet parsing into shared functions in
game/spline_packet.{hpp,cpp}: parseMonsterMoveSplineBody (WotLK/TBC),
parseMonsterMoveSplineBodyVanilla, parseClassicMoveUpdateSpline,
parseWotlkMoveUpdateSpline, and decodePackedDelta. Named SplineFlag constants
replace magic hex literals throughout.

Extract TransportPathRepository (game/transport_path_repository.{hpp,cpp}) from
TransportManager — owns path data, DBC loading, and path inference. Paths stored
as PathEntry wrapping CatmullRomSpline + metadata (zOnly, fromDBC, worldCoords).
TransportManager reduced from ~1200 to ~500 lines, focused on transport lifecycle
and server sync.

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-11 08:30:28 +03:00
Pavel Okhlopkov
535cc20afe fix state gate races and robust spline
Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-10 23:30:55 +03:00
Pavel Okhlopkov
6ba0edc2fb change weapon for ranged skills
Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-10 23:01:16 +03:00
Pavel Okhlopkov
fe1dc5e02b make a user friendly delete message
Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-10 22:22:14 +03:00
Pavel Okhlopkov
5b47d034c5 fix(movement): multi-segment path interpolation, waypoint parsing & terrain Z clamping
Add proper waypoint support to entity movement:

- Parse intermediate waypoints from MonsterMove packets in both WotLK
  and Vanilla paths. Uncompressed paths store absolute float3 waypoints;
  compressed paths decode TrinityCore's packed uint32 deltas (11-bit
  signed x/y, 10-bit signed z, ×0.25 scale, waypoint = midpoint − delta)
  with correct 2's-complement sign extension.

- Entity::startMoveAlongPath() interpolates along cumulative-distance-
  proportional segments instead of a single straight line.

- MovementHandler builds the full path (start → waypoints → destination)
  in canonical coords and dispatches to startMoveAlongPath() when
  waypoints are present.

- Snap entity x/y/z to moveEnd in the dead-reckoning overrun phase
  before starting a new movement, preventing visible teleports when the
  renderer was showing the entity at its destination.

- Clamp creature and player entity Z to the terrain surface via
  TerrainManager::getHeightAt() during active movement. Idle entities
  keep their server-authoritative Z to avoid breaking flight masters,
  elevator riders, etc.

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-10 20:35:18 +03:00
Pavel Okhlopkov
e07983b7f6 fix(rendering): crash on window resize due to stale swapchain
- Mark swapchain dirty in Application's SDL resize handler (was only done
  in Window::pollEvents which is never called)
- Skip swapchain recreation when window is minimized (0×0 extent violates
  Vulkan spec and crashes vmaCreateImage)
- Guard aspect ratio division by zero when height is 0

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-10 19:51:13 +03:00
Pavel Okhlopkov
759d6046bb fix(quest): quest log population, NPC marker updates on accept/abandon
- Delegate GameHandler::getQuestGiverStatus() to QuestHandler instead of
  reading from GameHandler's own empty npcQuestStatus_ map
- Immediately add quest to local log in acceptQuest() instead of waiting
  for field updates, fixing quests not appearing after accept
- Handle duplicate accept path (server already has quest) by also adding
  to local log
- Remove early return on empty questLog_ in applyQuestStateFromFields()
- Re-query nearby quest giver NPC statuses on abandon so markers refresh

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-10 19:50:56 +03:00