Add spellbook, fix WMO floor clipping, and polish UI/visuals

- Add spellbook screen (P key) with Spell.dbc name lookup and action bar assignment
- Default Attack and Hearthstone spells available in single player
- Fix WMO floor clipping (gryphon roost) by tightening ceiling rejection threshold
- Darken ocean water, increase wave motion and opacity
- Add M2 model distance fade-in to prevent pop-in
- Reposition chat window, add slash/enter key focus
- Remove debug key commands (keep only F1 perf HUD, N minimap)
- Performance: return chat history by const ref, use deque for O(1) pop_front
This commit is contained in:
Kelsi 2026-02-04 11:31:08 -08:00
parent c49bb58e47
commit 4bc5064515
17 changed files with 486 additions and 431 deletions

View file

@ -3,6 +3,7 @@
#include "game/game_handler.hpp"
#include "game/inventory.hpp"
#include "ui/inventory_screen.hpp"
#include "ui/spellbook_screen.hpp"
#include <imgui.h>
#include <string>
@ -110,6 +111,7 @@ private:
* Inventory screen
*/
InventoryScreen inventoryScreen;
SpellbookScreen spellbookScreen;
};
}} // namespace wowee::ui

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@ -0,0 +1,38 @@
#pragma once
#include "game/game_handler.hpp"
#include <imgui.h>
#include <string>
#include <unordered_map>
namespace wowee {
namespace pipeline { class AssetManager; }
namespace ui {
class SpellbookScreen {
public:
void render(game::GameHandler& gameHandler, pipeline::AssetManager* assetManager);
bool isOpen() const { return open; }
void toggle() { open = !open; }
void setOpen(bool o) { open = o; }
private:
bool open = false;
bool pKeyWasDown = false;
// Spell name cache (loaded from Spell.dbc)
bool dbcLoaded = false;
bool dbcLoadAttempted = false;
std::unordered_map<uint32_t, std::string> spellNames;
// Action bar assignment
int assigningSlot = -1; // Which action bar slot is being assigned (-1 = none)
void loadSpellDBC(pipeline::AssetManager* assetManager);
std::string getSpellName(uint32_t spellId) const;
};
} // namespace ui
} // namespace wowee