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Fix compilation errors from single-player removal
- Fixed corrupted header (removed orphaned code fragment) - Restored NPC callbacks needed for online animations - NpcDeathCallback, NpcRespawnCallback, NpcSwingCallback - These were incorrectly removed as "SP-only" but are used for animations in online mode - Removed calls to deleted methods: - getItemTemplateName, getItemTemplateQuality (used fallback in loot window) - notifyInventoryChanged, notifyEquipmentChanged (SP persistence markers) - Removed hearthstone single-player handling (now uses server) All online features preserved. Code should now compile.
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4 changed files with 18 additions and 27 deletions
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@ -236,13 +236,23 @@ public:
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const std::vector<AuraSlot>& getPlayerAuras() const { return playerAuras; }
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const std::vector<AuraSlot>& getTargetAuras() const { return targetAuras; }
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// NPC death callback (for animations)
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using NpcDeathCallback = std::function<void(uint64_t guid)>;
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void setNpcDeathCallback(NpcDeathCallback cb) { npcDeathCallback_ = std::move(cb); }
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// NPC respawn callback (health 0 → >0, resets animation to idle)
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using NpcRespawnCallback = std::function<void(uint64_t guid)>;
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void setNpcRespawnCallback(NpcRespawnCallback cb) { npcRespawnCallback_ = std::move(cb); }
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// Melee swing callback (for driving animation/SFX)
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using MeleeSwingCallback = std::function<void()>;
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void setMeleeSwingCallback(MeleeSwingCallback cb) { meleeSwingCallback_ = std::move(cb); }
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playerXp_ = 0;
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}
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// XP tracking (works in both single-player and server modes)
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// NPC swing callback (plays attack animation on NPC)
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using NpcSwingCallback = std::function<void(uint64_t guid)>;
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void setNpcSwingCallback(NpcSwingCallback cb) { npcSwingCallback_ = std::move(cb); }
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// XP tracking
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uint32_t getPlayerXp() const { return playerXp_; }
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uint32_t getPlayerNextLevelXp() const { return playerNextLevelXp_; }
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uint32_t getPlayerLevel() const { return serverPlayerLevel_; }
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@ -671,7 +681,10 @@ private:
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uint32_t serverPlayerLevel_ = 1;
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static uint32_t xpForLevel(uint32_t level);
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NpcDeathCallback npcDeathCallback_;
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NpcRespawnCallback npcRespawnCallback_;
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MeleeSwingCallback meleeSwingCallback_;
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NpcSwingCallback npcSwingCallback_;
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bool playerDead_ = false;
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};
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