Interior items (fireplaces, tables, chests) registered via A1.5's
ShadowObjectRegistry.Register `cellScope` parameter (commit 4d3bf6f)
are stored under their ParentCellId key (e.g. 0xA9B40121). But
GetNearbyObjects's broad-phase only iterates outdoor 24m landcell
keys (0xA9B40029 etc) and never looks up indoor cell keys, so
interior shadows were registered but unreachable. User-visible
symptom: tables/boxes/fireplaces don't block movement, while walls
DO block (the indoor BSP path is separate).
Fix: GetNearbyObjects accepts an optional indoorCellIds parameter
and additionally queries _cells[indoorCellId] for each entry with
low-byte >= 0x0100u. FindObjCollisions computes the set via
CellTransit.FindCellSet (same set A4 uses for multi-cell BSP
iteration) and passes it through. Outdoor seeds typically produce
sets containing only outdoor land-cells which the new branch filters
out, so the outdoor-only behavior is preserved.
1147 + 8 baseline maintained. Closes the user-reported regression
"walls block now correct but interior items such as tables and boxes
or fireplaces do not block."
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
ISSUES #83 Phase A1.5. ShadowObjectRegistry.Register() assigned each
entity to the outdoor landcell grid (8x8 cells, 24m square) based on
its XY position. For interior EnvCell statics (fireplace, furniture,
sign) hydrated by BuildInteriorEntitiesForStreaming with
ParentCellId = envCellId (a high-cellId interior cell like
0xA9B40121), this meant the shadow got stamped into the OUTDOOR
landcell whose XY they overlapped (e.g., 0xA9B40029).
When the player was OUTSIDE the building in 0xA9B40029, the indoor
chair/fireplace shadow fired collisions in "thin air" outdoors. The
user reported this on Holtburg cottage exteriors after the Phase A1
landblock-stab fallback fix.
Fix: add optional cellScope parameter to Register(). When non-zero
(passed as entity.ParentCellId ?? 0u from the 5 entity-loop call
sites in GameWindow), skip the XY-based landcell loop and register
the shadow ONLY in that cell. Live server-spawn registration at
GameWindow.cs:3137 keeps the XY-based behavior (live entities move
between cells).
Probe evidence (launch-a1-verify.utf8.log, post-A1 capture):
- 71 hits on 0x40B50054 (interior static) in OUTDOOR cell 0xA9B40029.
- 47 hits on 0xA9B47C00 (other Holtburg cottage BSP — legitimate).
- 31 hits on 0x40B50048 / 15 on 0x40B50018 (interior statics).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
New mutator that overwrites cached PhysicsState bits on every shadow copy
of the named entity. The existing CollisionExemption.ShouldSkip(...) check
(acclient_2013_pseudo_c.txt:276782) reads the same cached field, so a
post-spawn ETHEREAL flip is now honored on the next resolver tick without
any resolver-path change.
Retail anchor: CPhysicsObj::set_state at acclient_2013_pseudo_c.txt:283044.
Slice 1 scopes to the bare state-write — retail's cosmetic side-effect
handlers (0x800 lighting, 0x20 nodraw, 0x4000 hidden) don't fire for the
ETHEREAL bit and stay deferred.
Three TDD tests cover: ETHEREAL flip from 0->0x4; unregistered-entity
no-op; entity spanning multiple cells gets all copies updated.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Plumbing-only foundation for the upcoming live-entity (NPC / monster
/ player) collision port. No behavior change — the new fields default
to zero/None so the 5 existing static-entity Register call sites in
GameWindow.cs are untouched.
Wire layer:
- CreateObject parser now surfaces PhysicsState (acclient.h:2815 —
ETHEREAL_PS=0x4, IGNORE_COLLISIONS_PS=0x10, HAS_PHYSICS_BSP_PS=0x10000,
...) which the parser previously dropped at line ~337 with a bare
`pos += 4`.
- CreateObject parser now surfaces ObjectDescriptionFlags (the retail
PWD._bitfield trailer per acclient.h:6431-6463), where
acclient_2013_pseudo_c.txt:406898-406918 ACCWeenieObject::IsPK /
IsPKLite / IsImpenetrable read bits 5 / 25 / 21 directly. Previously
read-and-discarded.
- WorldSession.EntitySpawn carries both new fields through to subscribers.
Physics layer:
- New `EntityCollisionFlags` enum (IsPlayer / IsCreature / IsPK /
IsPKLite / IsImpenetrable) + `FromPwdBitfield` helper. Bit
positions verified against retail's SetPlayerKillerStatus (
acclient_2013_pseudo_c.txt:441868-441890) which maps
PKStatusEnum→bitfield exactly: PK=0x4→bit5, PKLite=0x40→bit25,
Free=0x20→bit21.
- `ShadowEntry` extended with `State` (raw PhysicsState bits) +
`Flags` (decoded EntityCollisionFlags). Backward-compatible — all
five existing landblock-entity Register call sites omit them.
- `ShadowObjectRegistry.UpdatePosition(entityId, pos, rot, ...)` —
fast-path for the 5–10 Hz UpdatePosition (0xF748) stream the server
emits per visible entity. Reuses the entry's existing shape +
state + flags. Mirrors retail's CPhysicsObj::SetPosition
(acclient_2013_pseudo_c.txt:284276) which keeps the same shape and
re-registers cell membership.
- `ObjectInfoState` adds `IsPK = 0x800` and `IsPKLite = 0x1000`
matching retail's OBJECTINFO::state bits (acclient.h:6190-6194).
Used by Commit C's PvP exemption gate.
Tests:
- `EntityCollisionFlagsTests` — 7 tests covering empty / each bit
alone / PK+player combo / unrelated-bit ignore.
- `ShadowObjectRegistryTests` — 5 new tests: UpdatePosition moves
entry to new cell, preserves State/Flags, unregistered no-op,
Register stores State/Flags, defaults are zero/None.
- `CreateObjectTests` — 3 new tests verifying PhysicsState + PWD
bitfield (with PK / PKLite bit cases) parse and surface.
1454 → 1454 + 15 = covered by suite. dotnet build + dotnet test
green.
Foundation for Commit B (live-entity registration) and Commit C
(PvP exemption block in FindObjCollisions).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds the first on-screen HUD for the dev client plus today's mouse-control
refinements. Also lands yesterday's scenery-alignment changes that were
left uncommitted in the working tree.
Overlay:
- BitmapFont rasterizes a system TTF via StbTrueTypeSharp into a 512x512
R8 atlas at startup (Consolas on Windows, DejaVu/Menlo fallbacks)
- TextRenderer batches 2D quads in screen-space with ortho projection;
one shader + two draw calls (rect then text) for panel backgrounds
under glyphs
- DebugOverlay composes info / stats / compass / help panels on top of
the 3D scene; toggles via F1/F4/F5/F6; transient toasts for key events
- DebugLineRenderer and its shaders (carried over from the scenery work)
are properly committed in this commit
Controls:
- Per-mode mouse sensitivity (Chase 0.15, Fly 1.0, Orbit 1.0); F8/F9 to
adjust the active mode multiplicatively (x1.2)
- Hold RMB to free-orbit the chase camera around the player; release
stays at the new angle (no snap-back)
- Mouse-wheel zooms chase distance between 2m and 40m
- Chase pitch widened to [-0.7, 1.4] so mouse-Y tilts both ways from
the default neutral angle
Scenery alignment (carried from yesterday's session):
- ShadowObjectRegistry AllEntriesForDebug + Scale field
- SceneryGenerator uses ACViewer's OnRoad polygon test + baseLoc +
set_heading rotation
- BSPQuery dispatchers accept localToWorld so normals/offsets transform
correctly per part
- TransitionTypes.CylinderCollision rewritten with wall-slide + push-out
- PhysicsDataCache caches visual-mesh AABB for scenery that lacks
physics Setup bounds
GetNearbyObjects now searches the player's landblock plus all 8
neighbors. Previously only searched one landblock, missing objects
near landblock boundaries — which includes most trees/rocks since
scenery is placed across the full streaming window.
Also added diagnostic logging (will strip after verification).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Most scenery objects (trees, rocks) use CylSphere collision from
their Setup, not PhysicsBSP. Register these in ShadowObjectRegistry
with a Cylinder collision type. FindObjCollisions now handles both:
- BSP: full polygon collision via BSPQuery (buildings, stabs)
- Cylinder: radial + vertical cylinder-sphere test (trees, NPCs)
Diagnostics showed 170 CylSphere entities vs 278 BSP entities in
the Holtburg landblock alone — this roughly doubles collision coverage.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Replace simplified push-out with retail-faithful SlideSphere and
AdjustOffset from transition_pseudocode.md. Crease-projection between
collision normal and contact plane produces smooth wall-sliding.
Object collision uses proper rotation transform to object-local space.
SlideSphere (section 6): computes crease direction via cross product
of collision normal and contact plane normal, projects displacement
onto the crease, then applies the correction offset. Handles three
cases: crease exists, parallel same-direction, parallel opposing.
AdjustOffset (section 6): adds safety check to keep sphere above
contact plane by computing signed distance and pushing up along Z
when the sphere dips below.
FindObjCollisions: removes ad-hoc penetration push-out, now calls
SlideSphere after BSP hit detection for proper wall-slide behavior.
Also fixes: ShadowEntry gains Rotation field, tests updated to match
Register signature, unused variables removed from GameWindow.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Register static entities into terrain cells during streaming.
Transition system queries nearby objects and runs BSP collision.
Player can no longer walk through trees and buildings.
- ShadowObjectRegistry: 24m×24m cell index, Register/Deregister/
RemoveLandblock/GetNearbyObjects matching retail AC's approach
- PhysicsEngine: ShadowObjects property + DataCache wiring point;
RemoveLandblock now also clears shadow objects; TryGetLandblockContext
helper lets Transition resolve landblock id+offset for a world pos
- Transition.FindObjCollisions: queries registry, broad-phase sphere test,
narrow-phase BSPQuery.SphereIntersectsPoly in object-local space,
returns Slid on hit to redirect movement along the surface
- GameWindow.ApplyLoadedTerrainLocked: registers each static entity after
physics BSP data is cached; selects radius from BSP bounding sphere or
Setup.Radius; wires PhysicsDataCache into engine on OnLoad
- 16 new ShadowObjectRegistry unit tests, all 361 tests green
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>