2026-02-02 12:24:50 -08:00
|
|
|
#pragma once
|
|
|
|
|
|
|
|
|
|
#include "game/game_handler.hpp"
|
|
|
|
|
#include "game/inventory.hpp"
|
2026-02-04 22:27:45 -08:00
|
|
|
#include "rendering/world_map.hpp"
|
2026-02-06 14:24:38 -08:00
|
|
|
#include "rendering/character_preview.hpp"
|
2026-02-02 12:24:50 -08:00
|
|
|
#include "ui/inventory_screen.hpp"
|
2026-02-06 13:47:03 -08:00
|
|
|
#include "ui/quest_log_screen.hpp"
|
2026-02-04 11:31:08 -08:00
|
|
|
#include "ui/spellbook_screen.hpp"
|
2026-02-06 16:04:25 -08:00
|
|
|
#include "ui/talent_screen.hpp"
|
2026-02-06 14:30:54 -08:00
|
|
|
#include <GL/glew.h>
|
2026-02-02 12:24:50 -08:00
|
|
|
#include <imgui.h>
|
|
|
|
|
#include <string>
|
2026-02-05 15:07:13 -08:00
|
|
|
#include <unordered_map>
|
2026-02-02 12:24:50 -08:00
|
|
|
|
2026-02-06 14:30:54 -08:00
|
|
|
namespace wowee {
|
|
|
|
|
namespace pipeline { class AssetManager; }
|
|
|
|
|
namespace ui {
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* In-game screen UI
|
|
|
|
|
*
|
|
|
|
|
* Displays player info, entity list, chat, and game controls
|
|
|
|
|
*/
|
|
|
|
|
class GameScreen {
|
|
|
|
|
public:
|
|
|
|
|
GameScreen();
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Render the UI
|
|
|
|
|
* @param gameHandler Reference to game handler
|
|
|
|
|
*/
|
|
|
|
|
void render(game::GameHandler& gameHandler);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Check if chat input is active
|
|
|
|
|
*/
|
|
|
|
|
bool isChatInputActive() const { return chatInputActive; }
|
|
|
|
|
|
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
|
|
|
void saveSettings();
|
|
|
|
|
void loadSettings();
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
private:
|
|
|
|
|
// Chat state
|
|
|
|
|
char chatInputBuffer[512] = "";
|
2026-02-07 12:30:36 -08:00
|
|
|
char whisperTargetBuffer[256] = "";
|
2026-02-02 12:24:50 -08:00
|
|
|
bool chatInputActive = false;
|
2026-02-07 12:30:36 -08:00
|
|
|
int selectedChatType = 0; // 0=SAY, 1=YELL, 2=PARTY, 3=GUILD, 4=WHISPER
|
|
|
|
|
int lastChatType = 0; // Track chat type changes
|
2026-02-06 18:34:45 -08:00
|
|
|
bool chatInputMoveCursorToEnd = false;
|
2026-02-02 12:24:50 -08:00
|
|
|
|
2026-02-14 14:30:09 -08:00
|
|
|
// Chat tabs
|
|
|
|
|
int activeChatTab_ = 0;
|
|
|
|
|
struct ChatTab {
|
|
|
|
|
std::string name;
|
|
|
|
|
uint32_t typeMask; // bitmask of ChatType values to show
|
|
|
|
|
};
|
|
|
|
|
std::vector<ChatTab> chatTabs_;
|
|
|
|
|
void initChatTabs();
|
|
|
|
|
bool shouldShowMessage(const game::MessageChatData& msg, int tabIndex) const;
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
// UI state
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
bool showEntityWindow = false;
|
2026-02-02 12:24:50 -08:00
|
|
|
bool showChatWindow = true;
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
bool showPlayerInfo = false;
|
2026-02-13 21:39:48 -08:00
|
|
|
bool showGuildRoster_ = false;
|
2026-02-16 20:16:14 -08:00
|
|
|
std::string selectedGuildMember_;
|
|
|
|
|
bool showGuildNoteEdit_ = false;
|
|
|
|
|
bool editingOfficerNote_ = false;
|
|
|
|
|
char guildNoteEditBuffer_[256] = {0};
|
2026-02-02 12:24:50 -08:00
|
|
|
bool refocusChatInput = false;
|
2026-02-06 18:34:45 -08:00
|
|
|
bool chatWindowLocked = true;
|
|
|
|
|
ImVec2 chatWindowPos_ = ImVec2(0.0f, 0.0f);
|
|
|
|
|
bool chatWindowPosInit_ = false;
|
2026-02-05 16:01:38 -08:00
|
|
|
bool showEscapeMenu = false;
|
|
|
|
|
bool showEscapeSettingsNotice = false;
|
2026-02-05 16:11:00 -08:00
|
|
|
bool showSettingsWindow = false;
|
|
|
|
|
bool settingsInit = false;
|
|
|
|
|
bool pendingFullscreen = false;
|
|
|
|
|
bool pendingVsync = false;
|
|
|
|
|
int pendingResIndex = 0;
|
2026-02-07 16:00:57 -08:00
|
|
|
bool pendingShadows = false;
|
Implement comprehensive audio control panel with tabbed settings interface
Adds complete audio volume controls for all 11 audio systems with master volume. Reorganizes settings window into Video, Audio, and Gameplay tabs for better UX.
Audio Features:
- Master volume control affecting all audio systems
- Individual volume sliders for: Music, Ambient, UI, Combat, Spell, Movement, Footsteps, NPC Voices, Mounts, Activity sounds
- Real-time volume adjustment with master volume multiplier
- Restore defaults button per tab
Technical Changes:
- Added getVolumeScale() getters to all audio managers
- Integrated all 10 audio managers into renderer (UI, Combat, Spell, Movement added)
- Expanded game_screen.hpp with 11 pending volume variables
- Reorganized settings window using ImGui tab bars (Video/Audio/Gameplay)
- Audio settings uses scrollable child window for 11 volume controls
- Settings window expanded to 520x720px to accommodate comprehensive controls
2026-02-09 17:07:22 -08:00
|
|
|
int pendingMasterVolume = 100;
|
2026-02-05 17:32:21 -08:00
|
|
|
int pendingMusicVolume = 30;
|
Implement comprehensive audio control panel with tabbed settings interface
Adds complete audio volume controls for all 11 audio systems with master volume. Reorganizes settings window into Video, Audio, and Gameplay tabs for better UX.
Audio Features:
- Master volume control affecting all audio systems
- Individual volume sliders for: Music, Ambient, UI, Combat, Spell, Movement, Footsteps, NPC Voices, Mounts, Activity sounds
- Real-time volume adjustment with master volume multiplier
- Restore defaults button per tab
Technical Changes:
- Added getVolumeScale() getters to all audio managers
- Integrated all 10 audio managers into renderer (UI, Combat, Spell, Movement added)
- Expanded game_screen.hpp with 11 pending volume variables
- Reorganized settings window using ImGui tab bars (Video/Audio/Gameplay)
- Audio settings uses scrollable child window for 11 volume controls
- Settings window expanded to 520x720px to accommodate comprehensive controls
2026-02-09 17:07:22 -08:00
|
|
|
int pendingAmbientVolume = 100;
|
|
|
|
|
int pendingUiVolume = 100;
|
|
|
|
|
int pendingCombatVolume = 100;
|
|
|
|
|
int pendingSpellVolume = 100;
|
|
|
|
|
int pendingMovementVolume = 100;
|
|
|
|
|
int pendingFootstepVolume = 100;
|
|
|
|
|
int pendingNpcVoiceVolume = 100;
|
|
|
|
|
int pendingMountVolume = 100;
|
|
|
|
|
int pendingActivityVolume = 100;
|
2026-02-05 17:51:14 -08:00
|
|
|
float pendingMouseSensitivity = 0.2f;
|
|
|
|
|
bool pendingInvertMouse = false;
|
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
|
|
|
int pendingUiOpacity = 65;
|
2026-02-09 01:13:56 -08:00
|
|
|
bool pendingMinimapRotate = false;
|
2026-02-09 17:39:21 -08:00
|
|
|
bool pendingMinimapSquare = false;
|
2026-02-13 22:51:49 -08:00
|
|
|
bool pendingSeparateBags = true;
|
2026-02-06 20:19:39 -08:00
|
|
|
|
|
|
|
|
// UI element transparency (0.0 = fully transparent, 1.0 = fully opaque)
|
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
|
|
|
float uiOpacity_ = 0.65f;
|
2026-02-09 01:13:56 -08:00
|
|
|
bool minimapRotate_ = false;
|
2026-02-09 17:39:21 -08:00
|
|
|
bool minimapSquare_ = false;
|
|
|
|
|
bool minimapSettingsApplied_ = false;
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Render player info window
|
|
|
|
|
*/
|
|
|
|
|
void renderPlayerInfo(game::GameHandler& gameHandler);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Render entity list window
|
|
|
|
|
*/
|
|
|
|
|
void renderEntityList(game::GameHandler& gameHandler);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Render chat window
|
|
|
|
|
*/
|
|
|
|
|
void renderChatWindow(game::GameHandler& gameHandler);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Send chat message
|
|
|
|
|
*/
|
|
|
|
|
void sendChatMessage(game::GameHandler& gameHandler);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Get chat type name
|
|
|
|
|
*/
|
|
|
|
|
const char* getChatTypeName(game::ChatType type) const;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Get chat type color
|
|
|
|
|
*/
|
|
|
|
|
ImVec4 getChatTypeColor(game::ChatType type) const;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Render player unit frame (top-left)
|
|
|
|
|
*/
|
|
|
|
|
void renderPlayerFrame(game::GameHandler& gameHandler);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Render target frame
|
|
|
|
|
*/
|
|
|
|
|
void renderTargetFrame(game::GameHandler& gameHandler);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Process targeting input (Tab, Escape, click)
|
|
|
|
|
*/
|
|
|
|
|
void processTargetInput(game::GameHandler& gameHandler);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Rebuild character geosets from current equipment state
|
|
|
|
|
*/
|
|
|
|
|
void updateCharacterGeosets(game::Inventory& inventory);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Re-composite character skin texture from current equipment
|
|
|
|
|
*/
|
|
|
|
|
void updateCharacterTextures(game::Inventory& inventory);
|
|
|
|
|
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
// ---- New UI renders ----
|
|
|
|
|
void renderActionBar(game::GameHandler& gameHandler);
|
Implement complete talent system with dual spec support
Network Protocol:
- Add SMSG_TALENTS_INFO (0x4C0) packet parsing for talent data
- Add CMSG_LEARN_TALENT (0x251) to request learning talents
- Add MSG_TALENT_WIPE_CONFIRM (0x2AB) opcode for spec switching
- Parse talent spec, unspent points, and learned talent ranks
DBC Parsing:
- Load Talent.dbc: talent grid positions, ranks, prerequisites, spell IDs
- Load TalentTab.dbc: talent tree definitions with correct field indices
- Fix localized string field handling (17 fields per string)
- Load Spell.dbc and SpellIcon.dbc for talent icons and tooltips
- Class mask filtering using bitwise operations (1 << (class - 1))
UI Implementation:
- Complete talent tree UI with tabbed interface for specs
- Display talent icons from spell data with proper tinting/borders
- Enhanced tooltips: spell name, rank, current/next descriptions, prereqs
- Visual states: green (maxed), yellow (partial), white (available), gray (locked)
- Tier unlock system (5 points per tier requirement)
- Rank overlay on icons with shadow text
- Click to learn talents with validation
Dual Spec Support:
- Store unspent points and learned talents per spec (0 and 1)
- Track active spec and display its talents
- Spec switching UI with buttons for Spec 1/Spec 2
- Handle both SMSG_TALENTS_INFO packets from server at login
- Display unspent points for both specs in header
- Independent talent trees for each specialization
2026-02-10 02:00:13 -08:00
|
|
|
void renderBagBar(game::GameHandler& gameHandler);
|
2026-02-05 12:07:58 -08:00
|
|
|
void renderXpBar(game::GameHandler& gameHandler);
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
void renderCastBar(game::GameHandler& gameHandler);
|
|
|
|
|
void renderCombatText(game::GameHandler& gameHandler);
|
|
|
|
|
void renderPartyFrames(game::GameHandler& gameHandler);
|
|
|
|
|
void renderGroupInvitePopup(game::GameHandler& gameHandler);
|
|
|
|
|
void renderBuffBar(game::GameHandler& gameHandler);
|
|
|
|
|
void renderLootWindow(game::GameHandler& gameHandler);
|
|
|
|
|
void renderGossipWindow(game::GameHandler& gameHandler);
|
2026-02-06 11:59:51 -08:00
|
|
|
void renderQuestDetailsWindow(game::GameHandler& gameHandler);
|
2026-02-06 21:50:15 -08:00
|
|
|
void renderQuestRequestItemsWindow(game::GameHandler& gameHandler);
|
|
|
|
|
void renderQuestOfferRewardWindow(game::GameHandler& gameHandler);
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
void renderVendorWindow(game::GameHandler& gameHandler);
|
2026-02-08 14:33:39 -08:00
|
|
|
void renderTrainerWindow(game::GameHandler& gameHandler);
|
2026-02-07 16:59:20 -08:00
|
|
|
void renderTaxiWindow(game::GameHandler& gameHandler);
|
2026-02-06 17:27:20 -08:00
|
|
|
void renderDeathScreen(game::GameHandler& gameHandler);
|
2026-02-07 23:12:24 -08:00
|
|
|
void renderResurrectDialog(game::GameHandler& gameHandler);
|
2026-02-05 16:01:38 -08:00
|
|
|
void renderEscapeMenu();
|
2026-02-05 16:11:00 -08:00
|
|
|
void renderSettingsWindow();
|
2026-02-06 20:10:10 -08:00
|
|
|
void renderQuestMarkers(game::GameHandler& gameHandler);
|
|
|
|
|
void renderMinimapMarkers(game::GameHandler& gameHandler);
|
2026-02-13 21:39:48 -08:00
|
|
|
void renderGuildRoster(game::GameHandler& gameHandler);
|
|
|
|
|
void renderGuildInvitePopup(game::GameHandler& gameHandler);
|
2026-02-14 14:30:09 -08:00
|
|
|
void renderChatBubbles(game::GameHandler& gameHandler);
|
2026-02-15 14:00:41 -08:00
|
|
|
void renderMailWindow(game::GameHandler& gameHandler);
|
|
|
|
|
void renderMailComposeWindow(game::GameHandler& gameHandler);
|
Implement bank, guild bank, and auction house systems
Add 27 new opcodes, packet builders/parsers, handler methods, inventory
extension with 28 bank slots + 7 bank bags, and UI windows for personal
bank, guild bank (6 tabs x 98 slots), and auction house (browse/sell/bid).
Fix Classic gossip parser to omit boxMoney/boxText fields not present in
Vanilla protocol, fix gossip icon labels with text-based NPC type detection,
and add Turtle WoW opcode mappings for bank and auction interactions.
2026-02-16 21:11:18 -08:00
|
|
|
void renderBankWindow(game::GameHandler& gameHandler);
|
|
|
|
|
void renderGuildBankWindow(game::GameHandler& gameHandler);
|
|
|
|
|
void renderAuctionHouseWindow(game::GameHandler& gameHandler);
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
/**
|
|
|
|
|
* Inventory screen
|
|
|
|
|
*/
|
2026-02-04 22:27:45 -08:00
|
|
|
void renderWorldMap(game::GameHandler& gameHandler);
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
InventoryScreen inventoryScreen;
|
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
|
|
|
uint64_t inventoryScreenCharGuid_ = 0; // GUID of character inventory screen was initialized for
|
2026-02-06 13:47:03 -08:00
|
|
|
QuestLogScreen questLogScreen;
|
2026-02-04 11:31:08 -08:00
|
|
|
SpellbookScreen spellbookScreen;
|
2026-02-06 16:04:25 -08:00
|
|
|
TalentScreen talentScreen;
|
2026-02-04 22:27:45 -08:00
|
|
|
rendering::WorldMap worldMap;
|
2026-02-05 15:07:13 -08:00
|
|
|
|
2026-02-06 14:30:54 -08:00
|
|
|
// Spell icon cache: spellId -> GL texture ID
|
|
|
|
|
std::unordered_map<uint32_t, GLuint> spellIconCache_;
|
|
|
|
|
// SpellIconID -> icon path (from SpellIcon.dbc)
|
|
|
|
|
std::unordered_map<uint32_t, std::string> spellIconPaths_;
|
|
|
|
|
// SpellID -> SpellIconID (from Spell.dbc field 133)
|
|
|
|
|
std::unordered_map<uint32_t, uint32_t> spellIconIds_;
|
|
|
|
|
bool spellIconDbLoaded_ = false;
|
|
|
|
|
GLuint getSpellIcon(uint32_t spellId, pipeline::AssetManager* am);
|
2026-02-06 19:24:44 -08:00
|
|
|
|
|
|
|
|
// Action bar drag state (-1 = not dragging)
|
|
|
|
|
int actionBarDragSlot_ = -1;
|
|
|
|
|
GLuint actionBarDragIcon_ = 0;
|
2026-02-07 13:53:03 -08:00
|
|
|
|
Implement complete talent system with dual spec support
Network Protocol:
- Add SMSG_TALENTS_INFO (0x4C0) packet parsing for talent data
- Add CMSG_LEARN_TALENT (0x251) to request learning talents
- Add MSG_TALENT_WIPE_CONFIRM (0x2AB) opcode for spec switching
- Parse talent spec, unspent points, and learned talent ranks
DBC Parsing:
- Load Talent.dbc: talent grid positions, ranks, prerequisites, spell IDs
- Load TalentTab.dbc: talent tree definitions with correct field indices
- Fix localized string field handling (17 fields per string)
- Load Spell.dbc and SpellIcon.dbc for talent icons and tooltips
- Class mask filtering using bitwise operations (1 << (class - 1))
UI Implementation:
- Complete talent tree UI with tabbed interface for specs
- Display talent icons from spell data with proper tinting/borders
- Enhanced tooltips: spell name, rank, current/next descriptions, prereqs
- Visual states: green (maxed), yellow (partial), white (available), gray (locked)
- Tier unlock system (5 points per tier requirement)
- Rank overlay on icons with shadow text
- Click to learn talents with validation
Dual Spec Support:
- Store unspent points and learned talents per spec (0 and 1)
- Track active spec and display its talents
- Spec switching UI with buttons for Spec 1/Spec 2
- Handle both SMSG_TALENTS_INFO packets from server at login
- Display unspent points for both specs in header
- Independent talent trees for each specialization
2026-02-10 02:00:13 -08:00
|
|
|
// Bag bar textures
|
|
|
|
|
GLuint backpackIconTexture_ = 0;
|
|
|
|
|
GLuint emptyBagSlotTexture_ = 0;
|
|
|
|
|
|
2026-02-14 18:27:59 -08:00
|
|
|
// Chat settings
|
|
|
|
|
bool chatShowTimestamps_ = false;
|
|
|
|
|
int chatFontSize_ = 1; // 0=small, 1=medium, 2=large
|
|
|
|
|
bool chatAutoJoinGeneral_ = true;
|
|
|
|
|
bool chatAutoJoinTrade_ = true;
|
|
|
|
|
bool chatAutoJoinLocalDefense_ = true;
|
|
|
|
|
bool chatAutoJoinLFG_ = true;
|
2026-02-16 21:16:25 -08:00
|
|
|
bool chatAutoJoinLocal_ = true;
|
2026-02-14 18:27:59 -08:00
|
|
|
|
|
|
|
|
// Join channel input buffer
|
|
|
|
|
char joinChannelBuffer_[128] = "";
|
|
|
|
|
|
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
|
|
|
static std::string getSettingsPath();
|
|
|
|
|
|
2026-02-09 17:39:21 -08:00
|
|
|
// Gender placeholder replacement
|
|
|
|
|
std::string replaceGenderPlaceholders(const std::string& text, game::GameHandler& gameHandler);
|
|
|
|
|
|
2026-02-14 14:30:09 -08:00
|
|
|
// Chat bubbles
|
|
|
|
|
struct ChatBubble {
|
|
|
|
|
uint64_t senderGuid = 0;
|
|
|
|
|
std::string message;
|
|
|
|
|
float timeRemaining = 0.0f;
|
|
|
|
|
float totalDuration = 0.0f;
|
|
|
|
|
bool isYell = false;
|
|
|
|
|
};
|
|
|
|
|
std::vector<ChatBubble> chatBubbles_;
|
|
|
|
|
bool chatBubbleCallbackSet_ = false;
|
|
|
|
|
|
2026-02-15 14:00:41 -08:00
|
|
|
// Mail compose state
|
|
|
|
|
char mailRecipientBuffer_[256] = "";
|
|
|
|
|
char mailSubjectBuffer_[256] = "";
|
|
|
|
|
char mailBodyBuffer_[2048] = "";
|
|
|
|
|
int mailComposeMoney_[3] = {0, 0, 0}; // gold, silver, copper
|
|
|
|
|
|
Implement bank, guild bank, and auction house systems
Add 27 new opcodes, packet builders/parsers, handler methods, inventory
extension with 28 bank slots + 7 bank bags, and UI windows for personal
bank, guild bank (6 tabs x 98 slots), and auction house (browse/sell/bid).
Fix Classic gossip parser to omit boxMoney/boxText fields not present in
Vanilla protocol, fix gossip icon labels with text-based NPC type detection,
and add Turtle WoW opcode mappings for bank and auction interactions.
2026-02-16 21:11:18 -08:00
|
|
|
// Auction house UI state
|
|
|
|
|
char auctionSearchName_[256] = "";
|
|
|
|
|
int auctionLevelMin_ = 0;
|
|
|
|
|
int auctionLevelMax_ = 0;
|
|
|
|
|
int auctionQuality_ = 0;
|
|
|
|
|
int auctionSellDuration_ = 2; // 0=12h, 1=24h, 2=48h
|
|
|
|
|
int auctionSellBid_[3] = {0, 0, 0}; // gold, silver, copper
|
|
|
|
|
int auctionSellBuyout_[3] = {0, 0, 0}; // gold, silver, copper
|
|
|
|
|
int auctionSelectedItem_ = -1;
|
|
|
|
|
|
|
|
|
|
// Guild bank money input
|
|
|
|
|
int guildBankMoneyInput_[3] = {0, 0, 0}; // gold, silver, copper
|
|
|
|
|
|
2026-02-07 13:53:03 -08:00
|
|
|
// Left-click targeting: distinguish click from camera drag
|
|
|
|
|
glm::vec2 leftClickPressPos_ = glm::vec2(0.0f);
|
|
|
|
|
bool leftClickWasPress_ = false;
|
2026-02-02 12:24:50 -08:00
|
|
|
};
|
|
|
|
|
|
2026-02-06 14:30:54 -08:00
|
|
|
} // namespace ui
|
|
|
|
|
} // namespace wowee
|