Commit graph

179 commits

Author SHA1 Message Date
Kelsi
d7aabc0caa Add M2 collision mesh parsing and mesh-based wall/floor collision
Parse bounding vertices, triangles, and normals from M2 files and use
them for proper triangle-level collision instead of AABB heuristics.
Spatial grid bucketing for efficient queries, closest-point wall push
with soft clamping, and ray-triangle floor detection alongside existing
AABB fallback.
2026-02-08 19:56:17 -08:00
Kelsi
f8aba30f2d Fix WMO ramp/stair clipping with WoW-style floor snap and collision fixes
Remove active group fast path from getFloorHeight to fix bridge clipping.
Replace ground smoothing with immediate step-up snap (WoW-style: snap up,
smooth down). Accept upward Z from wall collision at all call sites. Skip
floor-like surfaces (absNz >= 0.45) in wall collision to prevent false
wall hits on ramps. Increase getFloorHeight allowAbove from 0.5 to 2.0
for ramp reacquisition. Prefer highest reachable surface in floor selection.
2026-02-08 17:38:30 -08:00
Kelsi
ef54f62df0 Add multi-tier unstuck system with void fall detection
Replace broken hardcoded-coordinate unstuck with tiered fallbacks:
last safe position > hearth bind > map spawn. Track safe positions
only on real geometry, let player fall after 500ms with no ground,
and auto-trigger unstuck after 5s of continuous falling.
2026-02-08 15:37:34 -08:00
Kelsi
8fee55f99f Fix /unstuckgy hang by skipping WMO floor search
Add CameraController::teleportTo() that directly places the player at
the target position without the expensive floor-search loop in reset().
The loop does hundreds of WMO collision checks which hangs in cities.
2026-02-08 15:13:55 -08:00
Kelsi
eb92a71b71 Fix trainer buy packet and grey out unmet prerequisites
CMSG_TRAINER_BUY_SPELL was missing the trainerId field — server expects
guid(8) + trainerId(4) + spellId(4) = 16 bytes, not 12. Spells with
unmet prerequisites (chainNode1/2/3), insufficient level, or already
known are now greyed out with disabled Train buttons. Tooltips show
prerequisite status in green/red.
2026-02-08 15:03:43 -08:00
Kelsi
ee155c3367 Fix trainer buy spell and add specialization tabs
Fix SMSG_BINDPOINTUPDATE opcode from 0x1B3 to 0x155 — the old value
collided with SMSG_TRAINER_BUY_SUCCEEDED, causing buy responses to be
misinterpreted as bindpoint updates. Add specialization tabs using
SkillLineAbility.dbc to group spells by class spec (category 7).
2026-02-08 14:46:01 -08:00
Kelsi
9a01261401 Add trainer dialog system with spell list UI and buy support 2026-02-08 14:33:39 -08:00
Kelsi
f6eaa2cf70 Add idle yawn emote and hearth home tooltip 2026-02-08 03:39:02 -08:00
Kelsi
189f4a0a58 Add bindpoint support and WMO snap fix 2026-02-08 03:32:00 -08:00
Kelsi
132a6ea3c9 Add /unstuckgy and 2GB terrain tile cache 2026-02-08 03:24:12 -08:00
Kelsi
6736ec328b Fix taxi flights, mounts, and movement recovery 2026-02-08 03:05:38 -08:00
Kelsi
d910073d7a Preload terrain textures on background thread and fix ramp Z-snapping
Load BLP texture data during prepareTile() and upload to GL cache in
finalizeTile(), eliminating file I/O stalls on the main thread. Reduce
ready tiles per frame to 1. Fix camera sweep to snap Z to ramp surfaces.
Change hearthstone action bar slot from spell to item.
2026-02-08 01:16:23 -08:00
Kelsi
0ce38cfb99 Add transport support, gameobject queries, and fix item use
- Add setInstancePosition() to M2Renderer and WMORenderer for moving
  transport instances at runtime
- Detect UPDATEFLAG_TRANSPORT on gameobjects and track transport GUIDs
- Parse player-on-transport state from movement blocks
- Wire transport move callback in Application to update render positions
- Implement CMSG_GAMEOBJECT_QUERY / SMSG_GAMEOBJECT_QUERY_RESPONSE so
  gameobjects display proper names instead of "Unknown"
- Add name/entry fields to GameObject entity class
- Fix CMSG_USE_ITEM packet: remove extra uint8 that shifted the item
  GUID by one byte, breaking hearthstone and all item usage
- Remove redundant CMSG_LOOT after CMSG_GAMEOBJECT_USE for chests
- Show PvP enabled/disabled state in toggle message
- Relax WMO ramp wall-collision step-up check to allow walking on
  gentle ramps where floor rise per step is under 0.1 units
- Add M2 fallback when WMO group files fail to load for gameobjects
- Handle re-creation of existing gameobject render instances by
  updating position instead of silently ignoring
2026-02-08 00:59:40 -08:00
Kelsi
7a2bb28dc0 Add arena/BG opcodes, fix mount speed, buff bar icons, and autorun cancel
Add 36 arena and battleground opcodes with handlers for queue status, team events, invites, and errors. Fix SMSG_FORCE_RUN_SPEED_CHANGE parsing (uint8 not uint32) and remove manual mount speed tracking. Buff bar now shows spell icons and is positioned below the minimap. Both mouse buttons cancel autorun.
2026-02-07 23:47:43 -08:00
Kelsi
6d719f2c52 Fix spirit healer resurrection with correct opcodes
Corrected death/resurrection opcode values (SMSG_SPIRIT_HEALER_CONFIRM=0x222, CMSG_SPIRIT_HEALER_ACTIVATE=0x21C, SMSG_RESURRECT_REQUEST=0x15B, CMSG_RESURRECT_RESPONSE=0x15C) and added resurrect dialog UI.
2026-02-07 23:12:24 -08:00
Kelsi
7cd7ac43a9 Refine resurrection flow 2026-02-07 21:47:14 -08:00
Kelsi
ff6155e2f3 Fix chat focus and spirit healer confirm 2026-02-07 21:12:54 -08:00
Kelsi
c9e7caa938 Improve spirit healer dialog and target UI 2026-02-07 21:00:05 -08:00
Kelsi
38c9fdad6b Improve targeting, minimap, and bridge collisions 2026-02-07 20:51:53 -08:00
Kelsi
9f19d9fa1a Fix movement, mounts, and terrain seams 2026-02-07 20:24:25 -08:00
Kelsi
5eebd805ba Fix mounted first-person camera pivot 2026-02-07 20:05:07 -08:00
Kelsi
0ebf4d1e5e Load emotes from DBC 2026-02-07 20:02:14 -08:00
Kelsi
e5c48dc9b7 Add gameobject interaction and taxi activation 2026-02-07 19:44:03 -08:00
Kelsi
a71902a571 Add tiled particle atlas support 2026-02-07 19:20:37 -08:00
Kelsi
8bdf0a2e79 Fix taxi node names and add flight path cost display
TaxiNodes.dbc name was read from field 6 (Korean locale, empty) instead
of field 5 (enUS). Add BFS-based cost computation from TaxiPath.dbc
edges and display gold/silver/copper next to each destination.
2026-02-07 19:04:15 -08:00
Kelsi
35fff9307d Add mount rider bob and hoofbeat sounds, improve world map
- Rider character bobs with mount's run animation (sinusoidal, 0.12u amplitude)
- Mount hoofbeat footstep sounds triggered at 4 points per animation cycle
- M key opens map directly to player's current zone instead of continent
- Mouse wheel scroll zooms map in/out between world, continent, and zone views
- Fog of war darkens unexplored zones on continent view, clears on visit
2026-02-07 18:38:36 -08:00
Kelsi
0874f4f239 Fix mount stability, speed parsing, combat dismount, and self-targeting
- Fix SMSG_FORCE_RUN_SPEED_CHANGE parsing (missing uint32 field caused garbage speed)
- Always send speed ACK to prevent server stall, even on invalid values
- Defer mount model loading to next frame to avoid render-loop hang
- Compute mount height from tight vertex bounds instead of M2 header bounds
- Dismount when entering combat or casting spells while mounted
- Prevent auto-attacking yourself when self-targeted
- Leave combat when 40+ yards from target, close vendor at 15+ yards
- Pre-open X11 display for reliable mouse release in signal handlers
2026-02-07 18:33:14 -08:00
Kelsi
643611ee79 Add mount system and crash mouse-release handler
Render mount M2 model under player with seated animation, apply creature
skin textures, server-driven speed via SMSG_FORCE_RUN_SPEED_CHANGE, and
/dismount command. X11 XUngrabPointer on crash/hang to always release mouse.
2026-02-07 17:59:40 -08:00
Kelsi
2d2b9cc1fc Fix M2 interior lighting and carpet sliding
- M2 interior darkening now uses global player-inside-WMO flag instead
  of per-instance queries that were unreliable
- Fix carpet/rug sliding by skipping lateral collision push when player
  is standing on top of any stepable low object, not just platforms
2026-02-07 17:05:30 -08:00
Kelsi
84c3d1bf32 Fix /unstuck to use full floor search via camera reset
The previous approach used getFloorHeight which has tight spatial query
bounds and couldn't find WMO floors far above the player. Now uses
reset() which does multi-radius WMO/terrain scanning.
2026-02-07 17:01:41 -08:00
Kelsi
3c2a728ec4 Add taxi system, fix WMO interior lighting, ramp collision, and /unstuck
- Implement flight path system: SMSG_SHOWTAXINODES parser, CMSG_ACTIVATETAXIEXPRESS builder, BFS multi-hop pathfinding through TaxiNodes/TaxiPath DBC, taxi destination UI, movement blocking during flight
- Fix WMO interiors too dark by boosting vertex color lighting multiplier
- Dim M2 objects inside WMO interiors (rugs, furniture) via per-instance interior detection
- Fix ramp/stair clipping by lowering wall collision normal threshold from 0.85 to 0.55
- Restore 5-sample cardinal footprint for ground detection to fix rug slipping
- Fix /unstuck command to reset player Z to WMO/terrain floor height
- Handle MSG_MOVE_TELEPORT_ACK and SMSG_TRANSFER_PENDING for hearthstone teleports
- Fix spawning under Stormwind with online-mode camera controller reset
2026-02-07 16:59:20 -08:00
Kelsi
eb6e42eb59 Add tilde key toggle for auto-run
Pressing ~ toggles auto-run (continuous forward movement). Pressing W or S
cancels it. Also cancelled on respawn/teleport.
2026-02-07 16:05:13 -08:00
Kelsi
7c9661472f Fix ramp clipping by tightening sweep steps, disable shadows by default
Sweep step size reduced from 1.0f back to 0.65f with max 3 steps (was 2)
to prevent clipping through ramps in Stormwind. All paths updated: follow,
free-fly, and swimming.

Shadows disabled by default in renderer, settings UI, and settings defaults.
2026-02-07 16:00:57 -08:00
Kelsi
fd64ca7445 Fix underground spawns in Stormwind, redesign delete character button
Spawn fix: floor probe used terrain height (underground) instead of server
position when searching for spawn floor. Now probes from max(terrain, serverZ)
so WMO city surfaces above terrain are found correctly. Also invalidates
floor cache on respawn.

Delete button: moved from details panel to bottom row (small, red, far right).
Two-stage confirmation with modal popups: first asks "are you sure", second
warns "THIS CANNOT BE UNDONE" with red DELETE PERMANENTLY button.
2026-02-07 15:58:18 -08:00
Kelsi
6516fd777d Optimize collision further: skip when stationary, cache floor height, fix drop bug
- Skip wall collision sweep entirely when player isn't moving (saves all
  collision calls when standing still)
- Reduce max sweep steps from 4 to 2 with 1.0f step size (all paths:
  follow, free-fly, swimming)
- Cache floor height between frames, reuse when position changes <0.5 units
- Fix floor height not updating after walking off tall objects (fountain etc)
  by always smoothing toward detected ground instead of ignoring drops >2 units
- Reduce free-fly ground probes from 5 to 1
- Disable WMO camera collision (raycast + floor probes) for performance
- Add spatial grid to raycastBoundingBoxes for when camera collision is re-enabled
2026-02-07 15:54:33 -08:00
Kelsi
974384c725 Add per-group spatial grid for WMO collision and reduce collision call frequency
Build a 2D triangle grid per WMO group at load time so getFloorHeight and
checkWallCollision only test triangles in nearby cells instead of brute-forcing
all triangles. Also reduce sweep steps (12→4), ground probes (3→1), camera
floor probes (5→2), throttle isInsideWMO to every 10 frames, and early-out
wall collision on first hit.
2026-02-07 15:47:43 -08:00
Kelsi
751e6fdbde Fix vendor buying, improve character select, parallelize WMO culling, and optimize collision
- Fix CMSG_BUY_ITEM count field from uint8 to uint32 (server silently dropped undersized packets)
- Character select screen: remember last selected character, two-column layout with details panel, double-click to enter world, responsive window sizing
- Fix stale character data between logins by replacing static init flag with per-character GUID tracking
- Parallelize WMO visibility culling across worker threads (same pattern as M2 renderer)
- Optimize WMO collision queries with world-space group bounds early rejection in getFloorHeight, checkWallCollision, isInsideWMO, and raycastBoundingBoxes
- Reduce camera ground samples from 5 to 3 movement-aligned probes
- Add WMO interior lighting, unlit materials, vertex color multiply, and alpha blending support
2026-02-07 15:29:19 -08:00
Kelsi
ca88860929 Skip bone computation for off-screen M2 instances, sort by model for batched VAO binds, and eliminate sqrt in distance fade 2026-02-07 14:37:14 -08:00
Kelsi
249c4fa842 Parallelize M2 bone matrix computation across worker threads
Split the M2 animation update loop into three phases: sequential animation state update, parallel bone matrix computation via std::async (when 32+ animated instances), and sequential particle update. Each thread processes a disjoint slice of instances so no synchronization is needed.
2026-02-07 14:28:14 -08:00
Kelsi
5bfe4b61aa Track player skills from update fields and display in character screen
Extract skill data from PLAYER_SKILL_INFO_1_1 update fields (636-1019), detect
skill increases with chat messages, and replace placeholder Skills tab with live
data grouped by category with progress bars.
2026-02-07 14:21:50 -08:00
Kelsi
05870c1f03 Only face target when in combat, not when selecting friendly NPCs 2026-02-07 13:56:58 -08:00
Kelsi
e234ac8d7a Prevent target deselection during camera rotation
Left-click targeting now fires on mouse-up with a drag threshold so
camera rotation drags no longer clear the current target.
2026-02-07 13:53:03 -08:00
kelsi davis
dfc4008ec7 Add Tier 8 commands: advanced targeting system
Targeting Commands:
- /cleartarget - Clear current target selection
- /targetenemy - Cycle to next hostile target (Tab equivalent)
- /targetfriend - Cycle to next friendly player
- /targetlasttarget, /targetlast - Switch to previous target
- /targetlastenemy - Cycle to previous hostile target
- /targetlastfriend - Cycle to previous friendly player
- /focus - Set current target as focus (client-side)
- /clearfocus - Clear focus target

Implementation:
- Added focusGuid and lastTargetGuid to GameHandler for client-side tracking
- setTarget() now automatically saves previous target to lastTargetGuid
- setFocus() and clearFocus() manage focus target with user feedback
- targetLastTarget() swaps current and previous targets
- targetEnemy() cycles through hostile entities (Units)
- targetFriend() cycles through friendly entities (Players)
- Both targetEnemy/targetFriend support reverse parameter for backwards cycling

Features:
- Focus targeting is client-side (no server opcode in 3.3.5a)
- Last target tracking happens automatically on every target change
- Enemy/friend cycling iterates through visible entities
- Provides user feedback when no targets available
- Tab-like cycling behavior with wraparound

All commands work entirely client-side for responsive targeting.
2026-02-07 13:44:36 -08:00
kelsi davis
bca3f64af6 Add Tier 7 commands: combat and trade
Combat Commands:
- /duel - Challenge target to a duel (CMSG_DUEL_PROPOSED 0x166)
- /trade - Open trade window with target (CMSG_INITIATE_TRADE 0x116)
- /startattack - Begin auto-attacking target
- /stopattack - Stop auto-attacking
- /stopcasting - Cancel current spell cast

New opcodes:
- CMSG_DUEL_PROPOSED (0x166) for initiating duels
- CMSG_INITIATE_TRADE (0x116) for starting trades

Packet builders:
- DuelProposedPacket - sends duel challenge to target GUID
- InitiateTradePacket - sends trade request to target GUID
- AttackSwingPacket, AttackStopPacket, CancelCastPacket reused from existing

Game handler methods:
- proposeDuel(targetGuid) - challenge target to duel
- initiateTrade(targetGuid) - open trade with target
- stopCasting() - cancel current spell cast (uses existing casting state)

All commands include validation for target selection and world state.
Removed duplicate packet class definitions from previous phases.
2026-02-07 13:36:50 -08:00
kelsi davis
d5b734a591 Add Tier 6 commands: party/raid management
- Uninvite/kick: /uninvite, /kick <player name> to remove player from party/raid
- Leave party: /leave, /leaveparty to leave current group
- Main tank: /maintank, /mt to set target as main tank (uses raid marker index 0)
- Main assist: /mainassist, /ma to set target as main assist (uses raid marker index 1)
- Clear markers: /clearmaintank, /clearmainassist to remove designations
- Raid info: /raidinfo to display raid lockouts and saved instances

Added opcodes:
- CMSG_REQUEST_RAID_INFO (0x2CD) for requesting raid lockout info
- SMSG_RAID_INSTANCE_INFO (0x2CC) for receiving raid info response

New packet builders:
- GroupUninvitePacket for removing players from group
- GroupDisbandPacket for leaving party (with logging)
- RaidTargetUpdatePacket for setting raid markers (main tank/assist)
- RequestRaidInfoPacket for querying raid lockouts

All commands include proper validation and user feedback.
2026-02-07 13:28:46 -08:00
kelsi davis
41844ecc69 Add Tier 4 commands: AFK/DND status and whisper reply
- AFK commands: /afk, /away to toggle AFK status with optional message
- DND commands: /dnd, /busy to toggle DND (Do Not Disturb) with optional message
- Reply command: /r, /reply to respond to the last received whisper
- Track last whisper sender automatically when receiving whispers
- AFK and DND are mutually exclusive (activating one clears the other)
2026-02-07 13:17:01 -08:00
kelsi davis
85a7d66c4e Add Tier 3 commands: guild management, PvP, ready check, and duel forfeit
- Guild commands: /ginfo, /groster, /gmotd, /gpromote, /gdemote, /gquit, /ginvite
- PvP toggle: /pvp to toggle PvP flag
- Ready check system: /readycheck, /ready, /notready for group coordination
- Duel forfeit: /yield, /forfeit, /surrender to cancel active duels
2026-02-07 13:09:12 -08:00
kelsi davis
acef7ccbec Add Tier 2 utility commands: helm/cloak toggles, follow, and assist
Display Toggle Commands:
- Add /helm, /helmet, /showhelm to toggle helm visibility
- Add /cloak, /showcloak to toggle cloak visibility
- Track visibility state with helmVisible_ and cloakVisible_ flags
- Show confirmation messages: "Helm/Cloak is now visible/hidden"
- Use CMSG_SHOWING_HELM (0x2B9) and CMSG_SHOWING_CLOAK (0x2BA)

Follow Command:
- Add /follow and /f to follow current target
- Works with both players and NPCs
- Show "Now following [Name]" confirmation message
- Track follow target with followTargetGuid_ for future movement logic

Assist Command:
- Add /assist to target what your current target is targeting
- Read target's target from UNIT_FIELD_TARGET update fields (offset 6-7)
- Reconstruct 64-bit target GUID from two 32-bit field values
- Automatically switch your target to assist target
- Show helpful messages: "[Name] has no target" when appropriate
- Essential for combat coordination in groups

Implementation:
- Add ShowingHelmPacket and ShowingCloakPacket builders
- Add toggleHelm() and toggleCloak() methods with state management
- Add followTarget() for setting follow target
- Add assistTarget() with smart target field reading
- Use Entity::getFields() to access protected update fields
- Handle missing targets and invalid states gracefully
- All commands provide chat feedback
- Support multiple aliases for user convenience
2026-02-07 13:03:21 -08:00
kelsi davis
ec32286b0d Add Tier 1 utility commands: ignore, sit/stand, and logout
Ignore Commands:
- Add /ignore <name> to block messages from players
- Add /unignore <name> to unblock players
- Maintain ignoreCache for name-to-GUID lookups
- Show confirmation and error messages for ignore actions
- Use CMSG_ADD_IGNORE (0x6C) and CMSG_DEL_IGNORE (0x6D)

Sit/Stand/Kneel Commands:
- Add /sit to sit down (stand state 1)
- Add /stand to stand up (stand state 0)
- Add /kneel to kneel (stand state 8)
- Instant visual feedback with CMSG_STAND_STATE_CHANGE (0x101)
- Support for additional stand states (chair, sleep, etc.)

Logout Commands:
- Add /logout and /camp to initiate logout with countdown
- Add /cancellogout to cancel pending logout
- Show "Logging out in 20 seconds..." or "Logout complete" messages
- Track logout state with loggingOut_ flag to prevent duplicate requests
- Handle instant logout (in inn/city) vs countdown logout
- Use opcodes:
  - CMSG_LOGOUT_REQUEST (0x4B)
  - CMSG_LOGOUT_CANCEL (0x4E)
  - SMSG_LOGOUT_RESPONSE (0x4C)
  - SMSG_LOGOUT_COMPLETE (0x4D)

Implementation:
- Add LogoutRequestPacket, LogoutCancelPacket builders
- Add LogoutResponseParser to parse server logout responses
- Add StandStateChangePacket builder for stance changes
- Add AddIgnorePacket and DelIgnorePacket for ignore list management
- Add handleLogoutResponse() and handleLogoutComplete() handlers
- Add ignoreCache map and loggingOut_ state tracking
- All commands display feedback in chat window
2026-02-07 12:58:11 -08:00
kelsi davis
6f45c6ab69 Add /roll and friend management commands
Roll Command:
- Add /roll, /random, /rnd commands for random number generation
- Support multiple formats: /roll, /roll 100, /roll 1-100, /roll 10 50
- Broadcasts rolls to party/raid with "[Name] rolls X (min-max)" format
- Cap max roll at 10,000 to prevent abuse
- Use MSG_RANDOM_ROLL (0x1FB) bidirectional opcode

Friend Commands:
- Add /friend add <name>, /addfriend <name> to add friends
- Add /friend remove <name>, /removefriend <name> to remove friends
- Support aliases: /delfriend, /remfriend
- Maintain local friends cache mapping names to GUIDs for lookups
- Display status messages for all friend actions:
  - Friend added/removed confirmations
  - Friend online/offline notifications
  - Error messages (not found, already friends, list full, ignoring)

Social Opcodes:
- Add CMSG_ADD_FRIEND (0x69) and SMSG_FRIEND_STATUS (0x68)
- Add CMSG_DEL_FRIEND (0x6A) for friend removal
- Add CMSG_SET_CONTACT_NOTES (0x6B) for friend notes (future use)
- Add CMSG_ADD_IGNORE (0x6C) and CMSG_DEL_IGNORE (0x6D) (future use)

Implementation:
- Add RandomRollPacket builder and RandomRollParser for roll data
- Add AddFriendPacket and DelFriendPacket builders
- Add FriendStatusParser to handle server friend status updates
- Add friendsCache map to store friend name-to-GUID mappings
- Add handleRandomRoll() and handleFriendStatus() packet handlers
- Comprehensive slash command parsing with multiple formats and aliases
2026-02-07 12:51:30 -08:00