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Add character screen model preview, item icons, stats panel, and fix targeting bugs
Enhanced the C-key character screen with a 3-column layout featuring a 3D character model preview (with drag-to-rotate), item icons loaded from BLP textures via ItemDisplayInfo.dbc, and a stats panel showing base + equipment bonuses. Fixed selection circle clipping under terrain by adding a Z offset, and corrected faction hostility logic that was wrongly marking hostile mobs as friendly.
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7128ea1417
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12 changed files with 738 additions and 53 deletions
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@ -294,6 +294,9 @@ public:
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using CreatureDespawnCallback = std::function<void(uint64_t guid)>;
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void setCreatureDespawnCallback(CreatureDespawnCallback cb) { creatureDespawnCallback_ = std::move(cb); }
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// Faction hostility map (populated from FactionTemplate.dbc by Application)
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void setFactionHostileMap(std::unordered_map<uint32_t, bool> map) { factionHostileMap_ = std::move(map); }
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// Creature move callback (online mode - triggered by SMSG_MONSTER_MOVE)
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// Parameters: guid, x, y, z (canonical), duration_ms (0 = instant)
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using CreatureMoveCallback = std::function<void(uint64_t guid, float x, float y, float z, uint32_t durationMs)>;
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@ -644,6 +647,13 @@ private:
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// Quest log
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std::vector<QuestLogEntry> questLog_;
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// Faction hostility lookup (populated from FactionTemplate.dbc)
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std::unordered_map<uint32_t, bool> factionHostileMap_;
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bool isHostileFaction(uint32_t factionTemplateId) const {
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auto it = factionHostileMap_.find(factionTemplateId);
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return it != factionHostileMap_.end() ? it->second : true; // default hostile if unknown
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}
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// Vendor
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bool vendorWindowOpen = false;
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ListInventoryData currentVendorItems;
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