Commit Graph
100 Commits
Author SHA1 Message Date
luis dd888b36db Housing: Add racial house styles and starter fixture persistence
Map player race to house exterior WMO style on purchase:
Night Elf → Woodland (55), Blood Elf → Engraved (56),
other Alliance → Human (9), other Horde → Orc (87).

On house creation, persist starter fixtures (Base + Roof) to
character_housing_fixtures so spawning reads from DB rather than
relying on runtime default resolution. Door auto-resolves from
the hook system via GetDefaultFixtureForType.
2026-03-15 17:54:46 -03:00
luis 06a4b3f844 Housing: Refactor fixture resolution to direct (type, wmoDataID) lookup
Replace the broken GroupXHook→Group→XGroup chain with a direct
_defaultFixtureByTypeWmo index that maps (componentType, wmoDataID)
to the default fixture component ID. This correctly resolves fixtures
for all 4 racial house styles (Human/NightElf/BloodElf/Orc).

Key changes:
- BuildExteriorComponentIndexes: filter structural roots by
  ExteriorComponentType.ParentComponentType==0 with hardcoded
  fallback for broken DB2 store iteration
- New GetDefaultFixtureForType() replaces GetComponentAtHook()
- SpawnExtCompTree uses type+WMO lookup for hook children
- Door GO spawning fully data-driven from DB2 (entry + position
  from hook offset + ExitPoint offset)
- Root selection: rootOverrides → coreExtCompID → default → first
- Fix missing fixture overrides on late-spawn path
- Add GetRootComponentOverrides() for player-selected root variants
2026-03-15 17:52:14 -03:00
luis 29d7e7689b typo 2026-03-15 17:27:47 -03:00
luis d08f65b834 world quest changes 2026-03-15 17:26:25 -03:00
luis c9d5652b32 typo 2026-03-15 15:01:33 -03:00
luis 570f4935c9 missing packet 2026-03-15 14:59:41 -03:00
luis 3c84a9793c typo 2026-03-15 14:52:29 -03:00
luis 6ceb6bae47 new spells 2026-03-15 11:02:20 -03:00
luis b9275f314b new undead zone scripts 2026-03-15 10:52:47 -03:00
luis c67de7f095 world quest part 1 2026-03-14 13:10:10 -03:00
luis 787e355835 need check on ida 2026-03-14 09:19:51 -03:00
luis b8dd010248 fix crash 2026-03-14 09:10:37 -03:00
luis 1826c9d792 typo 2026-03-14 08:44:25 -03:00
luis bb22e56f7c core improvements 2026-03-14 08:36:09 -03:00
luis 788094aebc Housing: Fix exterior component tree spawning with data-driven multi-root architecture
- Fix DB2 store iteration bug: ExteriorComponentHook entries with
  ParentIndexField were only partially accessible via range-based
  iteration (1808 of 23881 entries). Use LookupEntry() over
  GetNumRows() to reach all entries, fixing hook resolution
  (compByHook was 0, now resolves all 1461 GroupXHook mappings).

- Spawn all root components per HouseExteriorWmoDataID: houses
  consist of multiple independent roots (Base type=9, Roof type=10)
  sharing the same WMO data ID. Each root spawns independently at
  house position with its own hook children (doors on base,
  chimney/windows on roof). Filter by Size to avoid spawning
  small/medium/large variants simultaneously.

- Build parent-child index from ExteriorComponent.ParentComponentID
  for component variants that reference a parent component.

- Add _rootCompsByWmoDataId index for fast lookup of all root
  components belonging to a house exterior.

- Fix MeshObject fixture data to pass fixtureGuid and
  parentFixtureGuid for proper client-side attachment hierarchy.

- Fix BNetAccount dirty state in fixture edit mode by clearing
  update mask after PopulateCatalogStorageEntries.
2026-03-14 07:45:27 -03:00
luis e9876286b9 initial trading post it have mem leak and dragonriding base 2026-03-14 07:08:14 -03:00
luis 19177a9f6a fix build 2026-03-13 22:16:05 -03:00
luis ae2e9ffda5 same 2026-03-13 21:55:19 -03:00
luis 469318460f Reduce memory 2026-03-13 21:53:10 -03:00
luis f6b9191c9f fix build 2026-03-13 21:49:44 -03:00
luis 62918918a9 remove 2026-03-13 21:34:41 -03:00
luis c47ddd83bf Housing: Audit DB2 field names against WoWDBDefs, wire CriteriaTree-based initiative task matching
Comprehensive audit of all neighborhood and housing DB2 tables against
WoWDBDefs canonical field definitions. Renames all misnamed fields across
DB2Structure.h, DB2LoadInfo.h, and internal cache structs in HousingMgr.h.

Key field corrections across 12 DB2 tables:
- NeighborhoodMap: Radius→EntryRotation, PlotCount→UiTextureKitID, FactionRestriction→Flags
- NeighborhoodNameGen: Suffix→Middle, FullName→Suffix
- HouseTheme: IconFileDataID→Flags, CategoryID→ParentThemeID
- HouseDecorMaterial: 5 fields renamed (WMOMaterialReference, MaterialTextureIndex, etc.)
- HouseLevelRewardInfo: HouseLevelID→HouseLevelDataID, RewardType→Field_4, RewardValue→IconFileDataID
- InitiativeCycle: Duration→HouseXPCap
- InitiativeMilestone: 4 fields renamed (MilestoneOrderIndex, RequiredContributionAmount, etc.)
- InitiativeReward: 7 fields renamed (Money, DecorID, DecorQuantity, Favor, RewardQuestID, etc.)
- InitiativeTask: 6 fields renamed (CriteriaTreeID, QuestID, ProgressContributionAmount, etc.)
- DecorCategory/DecorSubcategory/DecorDyeSlot: display fields renamed

Logic bugs revealed and fixed by the audit:
- Budget wiring removed (DB2 has no budget type/value; budgets come from hardcoded table)
- Initiative task type filtering removed (CriteriaTreeID is a FK, not a type enum)
- Initiative target counts fixed (was using QuestID as threshold, now ProgressContributionAmount)
- Initiative duration sourced from NeighborhoodInitiative.Duration, not InitiativeCycle.HouseXPCap
- Initiative rewards rewritten to use correct DB2 fields (Money, DecorID, Favor, etc.)
- Plot count derived from actual plot data instead of misnamed UiTextureKitID field
- NeighborhoodMgr faction checks updated to use Flags with confirmed bitmask values

CriteriaTree-based initiative task matching:
- Replace 4 ad-hoc OnPlayerAction() calls that used non-existent TaskType enum (1-4)
- Add single hook in CriteriaHandler::UpdateCriteria after validation passes
- BuildCriteriaIndex() walks each task's CriteriaTree to find leaf Criteria entries,
  builds reverse index CriteriaID → (neighborhood, initiative, task) for O(1) lookup
- OnCriteriaProgress() matches criteria fires against active initiative tasks,
  covering all 250+ criteria types (kills, crafting, gathering, quests, etc.) automatically
- Index rebuilt on initiative start/complete to stay current
2026-03-13 21:24:12 -03:00
luis 1473595f13 log 2026-03-13 19:30:20 -03:00
luis d9c86296b1 typo 2026-03-13 02:58:36 -03:00
luis 59d8341d7f garrison_commandscript 2026-03-13 02:57:07 -03:00
luis c5eb1cc2ad Fix mem leak and fix garr buildings ui 2026-03-13 02:06:04 -03:00
luis af95f1df16 try fix garr ui 2026-03-13 01:49:28 -03:00
luis f2de90e74c CRITICAL FIX: Correct destination Z to ground level to prevent flying or underground movement 2026-03-12 21:35:53 -03:00
luis c85fdc5e58 fix bg bot part 1 2026-03-12 21:27:11 -03:00
luis 48630fdc38 typo 2026-03-12 20:43:49 -03:00
luis 5d670be3c8 try fix bg playerbots 2026-03-12 20:12:13 -03:00
luis 4c1530fb2e missing sql 2026-03-12 08:46:19 -03:00
luis 1029149df0 Pet Battles: Teleport player behind pet at battle start
PlayerPositions in SMSG_PET_BATTLE_FINALIZE_LOCATION does not move the
player character. Use NearTeleportTo to explicitly position the player
5 units behind the midpoint along the facing axis.
2026-03-12 08:38:20 -03:00
luis 05828b9eac Pet Battles: Fix weather env slot, generic detection, multi-hit overkill
- Weather now targets environment slot 2 (PBOID 8 / PetbattleEnviros::Weather)
  instead of slot 0 (Pad0), matching client expectations
- Replace hardcoded weather ability name list with generic DB2-driven detection:
  PropsID chain walk + reverse AuraBattlePetAbilityID walk + BattlePetAbilityState
  diagnostic logging to discover remaining weather abilities
- Multi-hit abilities now stop when the target dies (prevents overkill)
- Battle positioning: offset player 5 units behind pet along facing axis
2026-03-12 08:37:35 -03:00
luis cf2fcb272a Pet Battles: Implement weather system and battle positioning 2026-03-12 08:35:37 -03:00
luis 7bf6bcb46c Pet Battles: Add effect properties mapping dump for diagnostics
The BattlePetEffectPropertiesID values in the DB2 don't map 0-18
sequentially — they're arbitrary IDs (222, 26, 24, etc.). Add startup
logging that dumps all unique PropertiesIDs with their ParamLabel
strings and usage counts, so we can build the correct mapping.

Also improve the UNHANDLED effect warning to include all 6 Param values
and the ParamLabel strings from the DB2, making the logs self-documenting.
2026-03-12 08:33:41 -03:00
luis 8d332b0643 Pet Battles: Fix wild battle pet marking not working
Two bugs prevented TryMarkAsWildBattlePet() from ever marking critters:

1. Init order: BattlePetMgr::Initialize() ran AFTER sMapMgr->Initialize(),
   so the species-by-creature map was empty during creature spawning.
   Moved battle pet initialization before map system startup.

2. Respawn flag wipe: TryMarkAsWildBattlePet() ran BEFORE
   setDeathState(JUST_RESPAWNED), which calls ReplaceAllNpcFlags from
   template, wiping the dynamically added UNIT_NPC_FLAG_WILD_BATTLE_PET.
   Moved TryMarkAsWildBattlePet() to after setDeathState.
2026-03-12 08:32:18 -03:00
luis 6df914d395 Pet Battles: Fix weather auras, multi-turn auras, and pet death continuation
- Move TickWeather() inside AURA_PROCESSING_BEGIN/END block so client
  processes weather effects correctly (was outside the wrapper)
- Emit AURA_CHANGE for environment auras each round with CurrentRound
  increment (was missing — pet auras had this but weather did not)
- Add AURA_APPLY/AURA_CANCEL for multi-turn abilities so client shows
  buff icon during multi-turn sequences (Burrow, Lift-Off, etc.)
- Fix HandlePetBattleInput to only accept input during ROUND_IN_PROGRESS
  state, preventing ProcessRound from firing with dead front pet during
  WAITING_FOR_FRONT_PET state
2026-03-12 08:30:37 -03:00
luis 38cd0bf7d6 Pet Battles: Fix AFK timeout triggering immediately
Move _roundTimerSecs increment inside the 1-second tick block.
Previously it incremented every Update() call (~100ms), reaching
the 45s threshold in ~4.5 seconds instead of 45 seconds.
2026-03-12 08:28:37 -03:00
luis ade323f7b3 Pet Battles: PR readiness fixes — validation, timeouts, logging, cleanup
- Add per-round AFK timeout (30s + 15s grace, auto-forfeit)
- Add input validation: MoveType range check, duplicate input guard,
  battle state checks, distance check for wild battles, queue loadout check
- Fix 28 TC_LOG_ERROR → TC_LOG_DEBUG/WARN for non-error messages
- Send SMSG_BATTLE_PETS_HEALED after HealBattlePetsPct
- Send SMSG_PET_BATTLE_MAX_GAME_LENGTH_WARNING 5 min before timeout
- Fix CMSG_BATTLE_PET_SUMMON threading (PROCESS_INPLACE → THREADUNSAFE)
- Remove unused ResolveSpeed() and opponentTeam variable
- Fix TOOD typo, add ChatRestricted TODO comment
2026-03-12 08:27:04 -03:00
luis dc30fdd09d Pet Battles: Emit AURA_PROCESSING_BEGIN/END and AURA_CHANGE effects
Matches Blizzard sniff pattern where every round wraps aura tick
processing in BEGIN(PBOID=9) / END(PBOID=9) sentinel effects.

- Emit AURA_PROCESSING_BEGIN before aura ticking
- Phase 1: DoT/HoT periodic damage/healing (SET_HEALTH)
- Phase 2: AURA_CHANGE per active aura with updated CurrentRound
- Phase 3: Decrement rounds, AURA_CANCEL for expired auras
- Emit AURA_PROCESSING_END after all aura processing
- Add explicit switch cases for effect types 13/14 in BuildRoundEffects
- Fill SourceTeam/SourcePet and Param3/Param4 on AURA_CANCEL effects
2026-03-12 08:24:21 -03:00
luis 24cc4993f9 Pet Battles: Dynamically mark critters as wild battle pets 2026-03-12 08:22:52 -03:00
luis 1debf61e1b Pet Battles: Fix weather/environment effects not showing in client UI
SetWeather() updated internal state but never emitted round effects,
so the client never knew weather was applied. Weather expiry also had
no AURA_CANCEL, leaving stale icons. InitialUpdate Enviros array was
never populated with active weather data.

- SetWeather() now emits AURA_APPLY targeting environment PBOID (6+)
- Previous weather is cancelled before new weather is applied
- Cleansing weather emits AURA_CANCEL for all active environment auras
- TickWeather() emits AURA_CANCEL when weather duration expires
- BuildPetBattleEnviros() populates InitialUpdate Enviros in all paths
- Added PBOID_ENVIRONMENT_BASE constant and TargetEnvSlot field for
  environment-targeted round effects
2026-03-12 08:20:07 -03:00
luis 9ff52e29fb Housing: Fix fixture edit mode using wrong EditorMode and missing FixtureGuid
The "Edit House Exterior" button sent EditorMode=4 (Customize/interior) instead
of EditorMode=6 (ExteriorCustomization). The client checks
C_HouseEditor.IsHouseEditorModeActive(ExteriorCustomization) which returned
false, so the exterior customization UI never activated.

Also the SMSG response had an empty FixtureGuid — the client uses this GUID
to determine enter vs exit state for fixture editing.

Fixes:
- Use HOUSING_EDITOR_MODE_EXTERIOR_CUSTOMIZATION (6) for fixture edit mode
- Populate FixtureGuid with the root fixture MeshObject GUID (componentType=9)
- Always CREATE Account entity in fixture mode (same pattern as decor edit)
- Include all fixture MeshObject CREATEs in same UPDATE_OBJECT packet
- Add GetPlotMeshObjects() accessor to HousingMap
2026-03-12 07:58:15 -03:00
luis 1a7d471b08 Housing: Fix edit mode decor list by sending all MeshObject CREATEs in same packet
The Placed Decor list was empty or incomplete because the client correlates
MeshObject FHousingDecor_C.DecorGUID with Account FHousingStorage_C entries
only when both arrive together. MeshObjects created via normal grid visibility
(separate earlier packets) arrived before FHousingStorage_C was populated,
so the client never associated them with decor entries.

Key fixes:
- Always send Account entity as CREATE (not VALUES_UPDATE) on edit mode entry
  since the initial login CREATE has no FHousingStorage_C data
- Re-send CREATE for ALL decor MeshObjects in the same UPDATE_OBJECT packet
  as the Account entity, ensuring the client has complete correlation data
- Add plot boundary spell visual activation on edit mode entry
- Improve edit mode diagnostics with mesh tracking counters
- Fix various housing packet and neighborhood handler improvements
2026-03-12 07:56:50 -03:00
luis 4f7372c043 Housing: Fix house finder map showing wrong occupied plot markers
Field1 and Field2 in JamCliHouseFinderNeighborhood are a bitmask of
occupied plot indices (client ORs them into uint64 at offset 520, then
checks bit N to render plot N as occupied). We were incorrectly packing
plot counts into Field1 and MapID into Field2, producing wrong bits.

Also set JamCliHouse::HouseLevel to the plot index, which the client
uses as the hash table key for plot-to-house mapping.
2026-03-12 07:50:30 -03:00
luis 0cb961d47d Housing: Fix entity GUID mismatch, initiative wire format, and packet error fields
Fix Housing/4 NeighborhoodMirrorEntity GUID using battlenetAccountId instead
of the neighborhood's actual DB low GUID. The client matches entity GUIDs
against NeighborhoodGUID references in JamCliHouse packets — a mismatch
causes the client to fail to associate plot data with the correct entity.
Added ResetGuid() to correct the GUID in Player::LoadFromDB before the
entity is added to the world.

Fix initiative SMSG_GET_PLAYER_INITIATIVE_INFO_RESULT: duration now converts
DB2 days to seconds (×86400), progress scales from 0.0–1.0 to 0–1000 wire
format, and the packet is sent proactively on service status check so the
client's isLoaded flag gets set.

Revert incorrect HasError replacements on 14+ non-initiative response packets
back to their proper Result field assignments. Remove fake initiative SQL
hotfix data that overwrote real DB2 records.
2026-03-12 07:49:28 -03:00
luis 728fb96387 +++ 2026-03-11 14:20:53 -03:00
luis 6e05686bfe typo 2026-03-11 14:17:28 -03:00
luis 8a7bf4fe76 duplicate 2026-03-11 14:03:15 -03:00
luis 7bb714e7dc Missing tables 2026-03-11 13:57:54 -03:00
luis 2a3d992f66 missing changes 2026-03-11 13:53:41 -03:00
luis b9425b5542 rework 2026-03-11 13:45:47 -03:00
luis 4066c83108 Core/Conditions: Allow CONDITION_NONE to be used without a script if NegativeCondition is 1 2026-03-11 08:50:23 -03:00
luis 456d69d25a Core/Quests Implement quest campaigns 2026-03-11 08:46:19 -03:00
luis 8fdb729d0b Core/Quests: Move questline handling to new QuestMgr namespace and implement SPELL_EFFECT_SKIP_QUESTLINE 2026-03-10 22:04:58 -03:00
luis 418ebd03cf fix crash 2026-03-10 20:45:23 -03:00
luis 9837379646 improved race haranir 2026-03-10 20:42:01 -03:00
luis 9b5cf857c8 new race 2026-03-10 20:13:25 -03:00
luis 42ef944517 Housing: Fix 0/0 decor budget display by sending CREATE for missing entities
Account and HousingPlayerHouseEntity get destroyed on the client during
map transfers to the housing map. The edit mode handler always sent
VALUES_UPDATE, which the client "rescued" (ignored) because the entities
no longer existed in its object cache.

Now check HaveAtClient() first — if the client doesn't have the entity,
send a full CREATE_OBJECT and re-register the GUID in m_clientGUIDs.
This ensures the client receives InteriorDecorPlacementBudget, storage
entries, and DecorMaxOwnedCount needed for the decor count display.
2026-03-10 19:55:50 -03:00
luis b299277770 Housing: Fix initiative packet parsing, opcode collisions, and tutorial CVar timing
- Fix CMSG_INITIATIVE_REPORT_PROGRESS ByteBufferException: packet only
  contains a packed NeighborhoodGuid (sniff-verified 7 bytes), not three
  extra uint32 fields. Handler now just sends initiative info back.

- Fix 4 SMSG initiative opcode collisions (0x420369-0x42036C) with
  existing opcodes (CATALOG_SHOP_OBTAIN_LICENSE, MIRROR_VARS,
  SET_INSTANCE_LEAVER, UNSET_INSTANCE_LEAVER). Reassigned to
  0x420380-0x420383.

- Fix tutorial mode still blocking editor: CVar injection in
  Player::LoadFromDB happened after the client already fetched account
  data during auth. Added SendAccountDataTimes() after SetAccountData()
  to force the client to re-fetch the updated GLOBAL_CONFIG_CACHE with
  housingTutorialsEnabled=0 and closedInfoFramesAccountWide bits.

- Reset FHousingStorage_C populated flag on every edit mode entry so
  the Account VALUES_UPDATE always carries the full storage map.

- Remove FHousingDecorActor_C fragment from decor MeshObjects (sniff
  analysis confirmed fragment 28 is not present on any retail entity).

- Use DROP+CREATE instead of CREATE IF NOT EXISTS in initiative SQL
  to prevent stale schema from persisting silently.
2026-03-10 19:54:41 -03:00
luis 1d444ee8f7 Housing: Deep-dive initiative improvements from sniff/IDA analysis
Sniff analysis (223 packets across 12 .pkt files):
- Confirmed SMSG_INITIATIVE_SERVICE_STATUS wire format (1 byte, 0x80)
- Activity log responses contain packed GUIDs with double contribution scores
- Player initiative info uses float scale (ProgressRequired=1000.0f)
- Task progress is neighborhood-wide aggregate (confirmed by sniff values)

IDA binary analysis findings implemented:
- Add 8 new enums: NeighborhoodInitiativeUpdateStatus (Started/Milestone/
  Completed/Failed), ChestResult, TaskType (Single/RepeatableFinite/
  RepeatableInfinite), CompletionState, InitiativeFlags, MilestoneFlags,
  RewardFlags, NeighborhoodType
- Add 5 new SMSG opcodes: INITIATIVE_UPDATE_STATUS (1 byte status),
  INITIATIVE_POINTS_UPDATE (2 uint32: current/max), INITIATIVE_MILESTONE_UPDATE
  (3 bytes: index/reached/flags), INITIATIVE_CHEST_RESULT (1 uint32 result),
  INITIATIVE_TRACKED_UPDATED (packed GUID)
- Send InitiativeUpdateStatus on initiative start/complete/expire/milestone
- Send InitiativePointsUpdate after every task progress change
- Send InitiativeMilestoneUpdate when milestones are reached

Weighted cycle selection (IDA-verified):
- Build InitiativeCyclePriority index map during initialization
- SelectWeightedCycle() uses InitiativeCyclePriority.Weight for weighted
  random selection among candidate cycles
- CheckAndStartInitiatives() now uses weighted selection with fallback
  to equal-weight when no priority data exists

DB2 data fixes:
- Fix InitiativeReward.RewardData SQL column type from text to bigint
- Fix reward data values from empty string to 0
- Document that RewardType=0 with RewardAmount = favor points granted
  via Housing::AddFavor (HouseInitiativeFavor = AccountTransType 66)
2026-03-10 19:49:39 -03:00
luis 8b80a9f7ad Housing: Complete initiative persistence — task progress, milestones, rewards
- Add neighborhood_initiative_task_progress table persisting per-task progress
  and status (NOT_STARTED/IN_PROGRESS/COMPLETE) across server restarts
- Add neighborhood_initiative_milestones table persisting milestone reached
  state with timestamps
- Add neighborhood_initiative_reward_claims table tracking per-player reward
  claims to prevent double-claiming
- Implement PersistSingleTaskProgress, PersistMilestoneReached, PersistRewardClaim
  with corresponding CHAR_REP/INS prepared statements
- LoadFromDB now restores task progress, milestone state, and reward claims
  from DB instead of defaulting to zero/recalculating
- Implement ClaimMilestoneReward with full DB2 reward chain: walks
  InitiativeRewardXMilestone → InitiativeReward to grant currency, items,
  or favor based on RewardType
- HasUnclaimedRewards now checks per-player claim state, not just milestone reached
- HandleGetInitiativeClaimRewardRequest and HandleGetInitiativeOpenChestRequest
  now use ClaimMilestoneReward for actual reward distribution
- PersistTaskProgress stub replaced with full implementation
2026-03-10 19:43:07 -03:00
luis 5def5c28d0 Housing: Wire up initiative/endeavor system and fix interior editor unlock
- Register PlayerInitiativeComponent_C entity fragment (FragmentID 37) on player
  load so C_NeighborhoodInitiative Lua API returns initiative state
- Populate InitiativeInfo fields (duration, progress, milestone, cycle, contribution)
  and Houses set from InitiativeManager data
- Send SMSG_INITIATIVE_SERVICE_STATUS (0x80=enabled) proactively on both exterior
  and interior map entry so IsInitiativeEnabled() returns true immediately
- Set IsInitiative flag on cornerstone UI response when neighborhood has active initiative
- Add InsertSetUpdateFieldValue friend declaration to SetUpdateFieldSetter (was missing,
  preventing set-type update field insertion from compiling)
- Send SMSG_HOUSING_GET_CURRENT_HOUSE_INFO_RESPONSE in interior map so editor UI
  has proper house context
- Add SendPostTutorialAuras to HouseInteriorMap to unlock all editor modes (expert,
  cleanup, layout, customize) — auras are lost on map transfer and must be re-sent
2026-03-10 13:36:47 -03:00
luis 1e768c19b2 Housing: Fix tutorial mode blocking editor features via account CVar injection
The client's housing editor UI checks FrameTutorialAccount flags stored in the
closedInfoFramesAccountWide CVar bitfield (GLOBAL_CONFIG_CACHE account data),
which is completely separate from the 256-bit server tutorial flags sent via
SMSG_TUTORIAL_FLAGS. Without bit 38 (HousingModesUnlocked) set in this CVar,
expert/cleanup/layout/customize modes remain locked.

Fix: inject closedInfoFramesAccountWide (all bits set) and housingTutorialsEnabled=0
into the GLOBAL_CONFIG_CACHE account data during player login and house purchase.
The code handles both fresh and existing account data, replacing or appending CVars
as needed. Account data timestamps are bumped so the client re-requests the config.

Added TODO markers for adapting this when the housing tutorial questline is
implemented (quest-driven FrameTutorialAccount bit progression).
2026-03-10 13:32:34 -03:00
luis 19c91b9f3c Housing: Read decor budget values from HouseLevelRewardInfo DB2
Budget values (interior/exterior decor, room, fixture) were hardcoded instead
of being read from the HouseLevelRewardInfo DB2. RewardType 38-41 maps to
ExpectedStatType housing budget enums. Wire these DB2 values into HouseLevelData
during LoadHouseLevelRewardInfoData, with hardcoded values as fallback only when
DB2 entries are missing. Log final budget values per level at startup for
verification.
2026-03-10 13:30:37 -03:00
luis 81c3566786 debug log 2026-03-10 13:28:53 -03:00
luis 110b6b5193 Housing: Fix decor learning UI update and editor mode budget display
Update Account entity FHousingStorage_C when learning decor via spell so the
client's decor list refreshes immediately without requiring a relog.

Include HousingPlayerHouseEntity in the combined UPDATE_OBJECT packets sent
when entering editor mode, requesting storage, and buying a plot. The client
needs budget max values alongside FHousingStorage_C entries to compute and
display placed/remaining decor counts.
2026-03-10 13:27:16 -03:00
luis 54f3ef3dee Housing: Fix plot ownership display and door GO position
- Fix NeighborhoodMirrorData Houses array: add entries for ALL 55 plots
  (including empty ones) so Houses[i] corresponds to DB2 PlotIndex=i.
  Previously only occupied plots were added, causing the client to map
  Houses[0] to plot 0 when it actually contained plot 7's data.
  Fixed in all 5 locations: Neighborhood.cpp, NeighborhoodHandler.cpp,
  HousingHandler.cpp (2 sites), Player.cpp.

- Fix door interaction GO position: raise Z from -0.56 to 1.5 (door frame
  level instead of stair base) and pull X back from 9.28 to 8.0 (actual
  door threshold instead of mesh origin at stair foot).
2026-03-10 08:36:51 -03:00
luis 30f4de2717 yupo 2026-03-09 22:21:23 -03:00
luis 448e2304e9 Housing: Remove dynamic platform GO spawn that rendered visibly
The platform WMO (574432) is already loaded from the static gameobject table
(sniff data). Dynamically spawning a second one at the ground-clamped Z
caused it to render visibly on the surface. The static spawn provides the
DynamicMapTree collision needed for house ground-clamping.
2026-03-09 22:19:55 -03:00
luis d1740ba213 Housing: Fix client crash from duplicate CREATE packets for entity fragments
Housing/3 and Housing/4 entities were never registered in Player::m_clientGUIDs,
causing HaveAtClient() to always return false. Every SendUpdateToPlayer() call
sent CREATE_OBJECT instead of VALUES_UPDATE, producing duplicate CREATEs that
freeze/crash the client.

Include both entities in Player::BuildCreateUpdateBlockForPlayer alongside
BNetAccount, and track their GUIDs in m_clientGUIDs so subsequent updates
correctly use VALUES_UPDATE.
2026-03-09 22:18:43 -03:00
luis 126e7ba70a Housing: Separate entity fragments, fix house Z and decor placement
Split entity fragment ownership to match retail wire format:
- BNetAccount carries only FHousingStorage_C (decor catalog)
- Housing/3 entity carries FHousingPlayerHouse_C (house data)
- Housing/4 entity carries FNeighborhoodMirrorData_C (neighborhood mirror)
- Route all callers to correct entity (Housing.cpp, Neighborhood.cpp, handlers)
- Add Housing/3 and Housing/4 to player world lifecycle

Fix house spawning below ground level after DB2 position switch:
- Re-enable ground-clamping via GetHeight which includes GetGameObjectFloor
- Static platform WMO spawns (GO 574432) provide DynamicMapTree collision
- Falls back to DB2 Z when no valid ground height available

Fix decor jumping to wrong position after placement:
- World-to-local conversion now applies inverse rotation of room facing
- Previously only subtracted translation, ignoring room orientation
- Broken by atan2-based facing computation that introduced non-zero angles
2026-03-09 22:17:37 -03:00
luis 80775e7eaf shadowlands merge 2026-03-07 07:22:07 -03:00
luis 3c1f36cef8 fix sl scripts 2026-03-07 07:00:50 -03:00
luis 99fe32248e implement proper stand up 2026-03-07 06:27:23 -03:00
luis 268bc6847d crash fix 2026-03-07 06:05:27 -03:00
luis af5f496d97 fix spell crash 2026-03-07 05:51:28 -03:00
luis 30be246924 fix bot movements 2026-03-07 05:40:28 -03:00
luis 3b56c7e28f db sniff data 2026-03-07 05:20:58 -03:00
luis 026e35057a typo 2026-03-07 05:12:05 -03:00
luis b6c6cc0ebe full fix bot join group 2026-03-07 05:00:19 -03:00
luis 4180e3fc92 fix areatrigger teleport 2026-03-07 02:32:01 -03:00
luis 1eb38bd912 fix tutorial dup 2026-03-07 01:14:11 -03:00
luis 15ddc18b0e db fix 2026-03-07 00:16:17 -03:00
luis a7f2871f3a fix 2026-03-06 23:54:40 -03:00
luis 3b7b810b4a build fix 2026-03-06 23:33:38 -03:00
luis eb37399cd8 typo fix 2026-03-06 23:24:31 -03:00
luis 57c2104e01 Core/Movement: Remove Force field from inertia packets per 12.0.1 sniff
Raw .pkt binary analysis confirms SMSG_MOVE_APPLY_INERTIA in 12.0.1 is
20 bytes: PackedGUID + SequenceIndex + InertiaID + LifetimeMs with no
Force vector. The client derives force direction from the AreaTrigger
DB2 entry referenced by InertiaID.

Removes the incorrect Force field from MoveApplyInertia (SMSG),
MoveApplyInertiaAck (CMSG), and MoveUpdateApplyInertia (broadcast).
Updates Unit::SendApplyInertia() signature accordingly.
2026-03-06 23:13:00 -03:00
luis 6cc068140e Scripts/Spells: Convert dragonriding spells to periodic aura handlers
Whirling Surge (361584) and Launch Boost (392752) are periodic auras
per Wowhead spell data, not single-shot effects:

- Whirling Surge: Apply Aura: Dummy, 3s duration. Converted from
  single-shot SpellScript to SpellScript+AuraScript pair. The periodic
  handler sends facing+pitch oriented impulses at magnitude 5.0 per
  tick (sniff-verified: 5-6 ticks per activation).

- Launch Boost: Periodic Dummy, period 100ms, duration 2s. Split into
  SpellScript (sends initial Z=45 upward impulse on hit) + AuraScript
  (sends periodic forward impulse at magnitude 5.0 per tick).

Both use RegisterSpellAndAuraScriptPair for combined validation and
periodic handling. Extracted SendFacingImpulse helper to reduce
duplication.
2026-03-06 23:10:30 -03:00
luis 12fd9e6237 db fixes 2026-03-06 23:08:53 -03:00
luis a1ce92c570 Core/Movement: Implement server-side skyriding (dragonriding) system
Add full server-side support for the client's skyriding movement system:

- DB2 infrastructure: DriveCapability (17 fields) and DriveCapabilityTier (5 fields)
  stores with hotfix DB integration and SQL table definitions
- Drive activation: SetDriveCapabilityID() on mount/dismount integrated into
  HandleAuraMounted, with blizzlike packet behavior (SET_CAN_DRIVE only via
  CompoundState at login, UNSET_CAN_DRIVE on dismount)
- Vigor system: POWER_ALTERNATE_MOUNT (25) with velocity-based regen modifier
  using FlightCapability::VigorRegenMaxVelCoefficient
- Impulse delivery: SendApplyInertia(), SendRemoveInertia(), SendAddImpulse()
  helpers sending movement packets to mover only (no broadcast, per sniff)
- Dragonriding spell scripts: Surge Forward (372608), Skyward Ascent (372610),
  Whirling Surge (361584), Launch Boost (392752) with sniff-verified impulse
  values and SPELL_CUSTOM_ERROR_REQUIRES_SKYRIDING validation

Impulse magnitudes verified against raw SMSG_MOVE_ADD_IMPULSE packet data:
  Launch Boost: (0, 0, 45.0), Whirling Surge: 5.0/tick x6,
  Skyward Ascent: horiz 12.25 + Z 49.0
2026-03-06 23:06:25 -03:00
luis 22ff93e245 Add dragonriding inertia, impulse, and drive packet structures 2026-03-06 22:49:43 -03:00
luis b903ba7668 Chromie Time: add CONDITION_CHROMIE_TIME and terrain swap conditions 2026-03-06 22:30:43 -03:00
luis 714df36182 Chromie Time: content tuning redirect, creature scaling, quest XP, and GM command 2026-03-06 22:27:41 -03:00
luis 2800ba06c4 Implement Chromie Time persistence, NPC UI, scaling flags, and level gating
Add complete blizzlike Chromie Time flow: NPC gossip opens expansion picker,
handler sets ConditionalFlags/FactionGroup for content tuning redirection,
selection persists via new characters.chromieTimeExpansionId column, state
restores on login, and auto-clears at max level. Implement SMSG_SET_CTR_OPTIONS
server packet for mid-session state pushes.
2026-03-06 22:16:39 -03:00
luis 44f26b335c Housing: Fix teleport plot resolution, packet wire format, and neighborhood responses
Fix teleport-to-plot using server-side plot resolution instead of trusting
client's PlotIndex (which is a roster index, not the DB2 PlotIndex). Resolve
correct plot via player's Housing object for self-teleport, or OwnerGuid
matching for visiting others.

Additional changes accumulated in this batch:
- Implement housing packet handlers for Phase 5-7-9 opcodes
- Fix neighborhood response wire format to match retail sniffs
- Add housing source tracking and platform cleanup SQL migrations
- Fix AreaTrigger/GameObject/MeshObject housing integration points
- Extend UpdateFields for housing-specific object data
- Add Neighborhood plot management and house finder support
- Fix door script and steward NPC interactions
- Add catalog persistence prepared statement
- Fix HouseInteriorMap Euler-to-quaternion conversion for room components
2026-03-06 22:05:59 -03:00
luis 1dc28b5959 typo 2026-03-06 20:53:10 -03:00
luis 6ac87fa874 missing sql 2026-03-06 20:43:31 -03:00
luis 6915ca5b9d Garrison: Fix 3 sniff-verified issues from 12.0.1.66220 trading post sniff
1. CanStartMission: always send true (sniff shows all 1s regardless of
   mission state, our code incorrectly sent MissionState == 0)

2. NumMissionsStartedToday: track daily mission start count with
   day-boundary reset. Persisted to character_garrison table. This
   controls follower abilities like "Increase success chance of the
   first mission of the day."

3. ArchivedMissions: track completed mission RecIDs per garrison type.
   Persisted to new character_garrison_archived_missions table. Sniff
   shows 12 archived WoD missions and 9 archived Class Hall missions
   for a played character.
2026-03-06 20:42:43 -03:00