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https://github.com/Kelsidavis/WoWee.git
synced 2026-03-23 07:40:14 +00:00
Fix camera orbit, deselect, chat formatting, loot/vendor bugs, critter hostility, and character screen
Smooth idle camera orbit without jump at loop boundary, click empty space to deselect target, auto-target when attacked, fix critter hostility so neutral factions aren't flagged red, add armor/stats to item templates, fix loot iterator invalidation, show item template names as fallback, position drop confirmation at cursor, remove [SYSTEM] chat prefix, show NPC names in monster say/yell, and prevent auto-login on character select screen.
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caeb6f56f7
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2aa8187562
10 changed files with 280 additions and 81 deletions
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@ -46,6 +46,12 @@ struct ItemTemplateRow {
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uint8_t inventoryType = 0;
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int32_t maxStack = 1;
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uint32_t sellPrice = 0;
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int32_t armor = 0;
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int32_t stamina = 0;
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int32_t strength = 0;
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int32_t agility = 0;
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int32_t intellect = 0;
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int32_t spirit = 0;
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};
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struct SinglePlayerLootDb {
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@ -163,6 +169,7 @@ struct SinglePlayerSqlite {
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" spirit INTEGER,"
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" display_info_id INTEGER,"
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" subclass_name TEXT,"
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" sell_price INTEGER DEFAULT 0,"
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" PRIMARY KEY (guid, location, slot)"
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");"
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"CREATE TABLE IF NOT EXISTS character_spell ("
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@ -208,7 +215,10 @@ struct SinglePlayerSqlite {
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" mouse_sensitivity REAL,"
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" invert_mouse INTEGER"
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");";
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return exec(kSchema);
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if (!exec(kSchema)) return false;
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// Migration: add sell_price column to existing saves
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exec("ALTER TABLE character_inventory ADD COLUMN sell_price INTEGER DEFAULT 0;");
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return true;
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}
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};
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@ -502,6 +512,13 @@ static SinglePlayerLootDb& getSinglePlayerLootDb() {
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int idxInvType = columnIndex(cols, "InventoryType");
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int idxStack = columnIndex(cols, "stackable");
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int idxSellPrice = columnIndex(cols, "SellPrice");
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int idxArmor = columnIndex(cols, "armor");
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// stat_type/stat_value pairs (up to 10)
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int idxStatType[10], idxStatVal[10];
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for (int si = 0; si < 10; si++) {
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idxStatType[si] = columnIndex(cols, "stat_type" + std::to_string(si + 1));
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idxStatVal[si] = columnIndex(cols, "stat_value" + std::to_string(si + 1));
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}
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if (idxEntry >= 0 && std::filesystem::exists(itemTemplatePath)) {
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std::ifstream in(itemTemplatePath);
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processInsertStatements(in, [&](const std::vector<std::string>& row) {
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@ -528,6 +545,27 @@ static SinglePlayerLootDb& getSinglePlayerLootDb() {
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if (idxSellPrice >= 0 && idxSellPrice < static_cast<int>(row.size())) {
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ir.sellPrice = static_cast<uint32_t>(std::stoul(row[idxSellPrice]));
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}
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if (idxArmor >= 0 && idxArmor < static_cast<int>(row.size())) {
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ir.armor = static_cast<int32_t>(std::stol(row[idxArmor]));
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}
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// Parse stat_type/stat_value pairs (protected from parse errors)
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for (int si = 0; si < 10; si++) {
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try {
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if (idxStatType[si] < 0 || idxStatVal[si] < 0) continue;
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if (idxStatType[si] >= static_cast<int>(row.size())) continue;
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if (idxStatVal[si] >= static_cast<int>(row.size())) continue;
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int stype = std::stoi(row[idxStatType[si]]);
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int sval = std::stoi(row[idxStatVal[si]]);
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if (sval == 0) continue;
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switch (stype) {
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case 3: ir.agility += sval; break;
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case 4: ir.strength += sval; break;
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case 5: ir.intellect += sval; break;
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case 6: ir.spirit += sval; break;
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case 7: ir.stamina += sval; break;
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}
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} catch (...) {}
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}
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db.itemTemplates[ir.itemId] = std::move(ir);
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} catch (const std::exception&) {
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}
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@ -1671,7 +1709,8 @@ bool GameHandler::loadSinglePlayerCharacterState(uint64_t guid) {
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inventory = Inventory();
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const char* sqlInv =
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"SELECT location, slot, item_id, name, quality, inventory_type, stack_count, max_stack, bag_slots, "
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"armor, stamina, strength, agility, intellect, spirit, display_info_id, subclass_name "
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"armor, stamina, strength, agility, intellect, spirit, display_info_id, subclass_name, "
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"COALESCE(sell_price, 0) "
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"FROM character_inventory WHERE guid=?;";
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if (sqlite3_prepare_v2(sp.db, sqlInv, -1, &stmt, nullptr) == SQLITE_OK) {
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sqlite3_bind_int64(stmt, 1, static_cast<sqlite3_int64>(guid));
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@ -1696,6 +1735,23 @@ bool GameHandler::loadSinglePlayerCharacterState(uint64_t guid) {
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def.displayInfoId = static_cast<uint32_t>(sqlite3_column_int(stmt, 15));
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const unsigned char* subclassText = sqlite3_column_text(stmt, 16);
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def.subclassName = subclassText ? reinterpret_cast<const char*>(subclassText) : "";
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def.sellPrice = static_cast<uint32_t>(sqlite3_column_int(stmt, 17));
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// Fill missing data from item template DB (for old saves)
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if (def.itemId != 0) {
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auto& itemDb = getSinglePlayerLootDb().itemTemplates;
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auto itTpl = itemDb.find(def.itemId);
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if (itTpl != itemDb.end()) {
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if (def.sellPrice == 0) def.sellPrice = itTpl->second.sellPrice;
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if (def.displayInfoId == 0) def.displayInfoId = itTpl->second.displayId;
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if (def.armor == 0) def.armor = itTpl->second.armor;
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if (def.stamina == 0) def.stamina = itTpl->second.stamina;
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if (def.strength == 0) def.strength = itTpl->second.strength;
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if (def.agility == 0) def.agility = itTpl->second.agility;
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if (def.intellect == 0) def.intellect = itTpl->second.intellect;
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if (def.spirit == 0) def.spirit = itTpl->second.spirit;
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}
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}
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if (location == 0) {
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inventory.setBackpackSlot(slot, def);
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@ -1864,6 +1920,13 @@ void GameHandler::applySinglePlayerStartData(Race race, Class cls) {
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def.inventoryType = itTpl->second.inventoryType;
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def.maxStack = std::max(def.maxStack, static_cast<uint32_t>(itTpl->second.maxStack));
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def.sellPrice = itTpl->second.sellPrice;
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def.displayInfoId = itTpl->second.displayId;
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def.armor = itTpl->second.armor;
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def.stamina = itTpl->second.stamina;
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def.strength = itTpl->second.strength;
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def.agility = itTpl->second.agility;
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def.intellect = itTpl->second.intellect;
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def.spirit = itTpl->second.spirit;
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} else {
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def.name = "Item " + std::to_string(row.itemId);
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}
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@ -2026,8 +2089,8 @@ void GameHandler::saveSinglePlayerCharacterState(bool force) {
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const char* insInv =
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"INSERT INTO character_inventory "
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"(guid, location, slot, item_id, name, quality, inventory_type, stack_count, max_stack, bag_slots, "
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"armor, stamina, strength, agility, intellect, spirit, display_info_id, subclass_name) "
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"VALUES (?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?);";
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"armor, stamina, strength, agility, intellect, spirit, display_info_id, subclass_name, sell_price) "
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"VALUES (?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?);";
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if (sqlite3_prepare_v2(sp.db, insInv, -1, &stmt, nullptr) == SQLITE_OK) {
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for (int i = 0; i < Inventory::BACKPACK_SLOTS; i++) {
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const ItemSlot& slot = inventory.getBackpackSlot(i);
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@ -2050,6 +2113,7 @@ void GameHandler::saveSinglePlayerCharacterState(bool force) {
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sqlite3_bind_int(stmt, 16, static_cast<int>(slot.item.spirit));
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sqlite3_bind_int(stmt, 17, static_cast<int>(slot.item.displayInfoId));
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sqlite3_bind_text(stmt, 18, slot.item.subclassName.c_str(), -1, SQLITE_TRANSIENT);
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sqlite3_bind_int(stmt, 19, static_cast<int>(slot.item.sellPrice));
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sqlite3_step(stmt);
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sqlite3_reset(stmt);
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}
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@ -2075,6 +2139,7 @@ void GameHandler::saveSinglePlayerCharacterState(bool force) {
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sqlite3_bind_int(stmt, 16, static_cast<int>(slot.item.spirit));
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sqlite3_bind_int(stmt, 17, static_cast<int>(slot.item.displayInfoId));
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sqlite3_bind_text(stmt, 18, slot.item.subclassName.c_str(), -1, SQLITE_TRANSIENT);
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sqlite3_bind_int(stmt, 19, static_cast<int>(slot.item.sellPrice));
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sqlite3_step(stmt);
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sqlite3_reset(stmt);
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}
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@ -3636,6 +3701,13 @@ void GameHandler::lootItem(uint8_t slotIndex) {
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def.inventoryType = itTpl->second.inventoryType;
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def.maxStack = std::max(def.maxStack, static_cast<uint32_t>(itTpl->second.maxStack));
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def.sellPrice = itTpl->second.sellPrice;
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def.displayInfoId = itTpl->second.displayId;
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def.armor = itTpl->second.armor;
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def.stamina = itTpl->second.stamina;
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def.strength = itTpl->second.strength;
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def.agility = itTpl->second.agility;
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def.intellect = itTpl->second.intellect;
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def.spirit = itTpl->second.spirit;
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} else {
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def.name = "Item " + std::to_string(it->itemId);
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}
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@ -3819,11 +3891,15 @@ void GameHandler::handleLootResponse(network::Packet& packet) {
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if (!LootResponseParser::parse(packet, currentLoot)) return;
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lootWindowOpen = true;
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if (currentLoot.gold > 0) {
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if (singlePlayerMode_) {
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addMoneyCopper(currentLoot.gold);
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}
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std::string msg = "You loot ";
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msg += std::to_string(currentLoot.getGold()) + "g ";
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msg += std::to_string(currentLoot.getSilver()) + "s ";
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msg += std::to_string(currentLoot.getCopper()) + "c.";
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addSystemChatMessage(msg);
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currentLoot.gold = 0; // Clear gold from loot window after collecting
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}
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}
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@ -4025,6 +4101,11 @@ void GameHandler::performNpcSwing(uint64_t guid) {
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if (!entity || entity->getType() != ObjectType::UNIT) return;
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auto unit = std::static_pointer_cast<Unit>(entity);
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// Auto-target the attacker if player has no current target
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if (targetGuid == 0) {
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setTarget(guid);
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}
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if (npcSwingCallback_) {
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npcSwingCallback_(guid);
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}
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@ -4374,5 +4455,19 @@ void GameHandler::fail(const std::string& reason) {
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}
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}
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std::string GameHandler::getItemTemplateName(uint32_t itemId) const {
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auto& db = getSinglePlayerLootDb();
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auto it = db.itemTemplates.find(itemId);
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if (it != db.itemTemplates.end()) return it->second.name;
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return {};
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}
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ItemQuality GameHandler::getItemTemplateQuality(uint32_t itemId) const {
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auto& db = getSinglePlayerLootDb();
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auto it = db.itemTemplates.find(itemId);
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if (it != db.itemTemplates.end()) return static_cast<ItemQuality>(it->second.quality);
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return ItemQuality::COMMON;
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}
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} // namespace game
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} // namespace wowee
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@ -740,13 +740,9 @@ void NpcManager::initialize(pipeline::AssetManager* am,
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for (uint32_t i = 0; i < dbc->getRecordCount(); i++) {
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uint32_t id = dbc->getUInt32(i, 0);
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uint32_t enemyGroup = dbc->getUInt32(i, 5);
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uint32_t friendGroup = dbc->getUInt32(i, 4);
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// Hostile if creature's enemy groups overlap player's faction/friend groups
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// Hostile only if creature's enemy groups overlap player's faction/friend groups
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bool hostile = (enemyGroup & playerFriendGroup) != 0;
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// Friendly only if creature's friendGroup explicitly includes player's groups
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bool friendly = (friendGroup & playerFriendGroup) != 0;
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// Hostile if explicitly hostile, or if no explicit relationship at all
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factionHostile[id] = hostile ? true : (!friendly && enemyGroup == 0 && friendGroup == 0);
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factionHostile[id] = hostile;
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}
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LOG_INFO("NpcManager: loaded ", dbc->getRecordCount(),
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" faction templates (playerFriendGroup=0x", std::hex, playerFriendGroup, std::dec, ")");
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@ -802,7 +798,7 @@ void NpcManager::initialize(pipeline::AssetManager* am,
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// Determine hostility from faction template
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auto fIt = factionHostile.find(s.faction);
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unit->setHostile(fIt != factionHostile.end() ? fIt->second : true);
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unit->setHostile(fIt != factionHostile.end() ? fIt->second : false);
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// Store canonical WoW coordinates for targeting/server compatibility
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glm::vec3 spawnCanonical = core::coords::renderToCanonical(glPos);
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