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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
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17 changed files with 486 additions and 431 deletions
38
include/ui/spellbook_screen.hpp
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include/ui/spellbook_screen.hpp
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#pragma once
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#include "game/game_handler.hpp"
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#include <imgui.h>
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#include <string>
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#include <unordered_map>
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namespace wowee {
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namespace pipeline { class AssetManager; }
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namespace ui {
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class SpellbookScreen {
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public:
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void render(game::GameHandler& gameHandler, pipeline::AssetManager* assetManager);
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bool isOpen() const { return open; }
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void toggle() { open = !open; }
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void setOpen(bool o) { open = o; }
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private:
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bool open = false;
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bool pKeyWasDown = false;
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// Spell name cache (loaded from Spell.dbc)
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bool dbcLoaded = false;
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bool dbcLoadAttempted = false;
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std::unordered_map<uint32_t, std::string> spellNames;
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// Action bar assignment
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int assigningSlot = -1; // Which action bar slot is being assigned (-1 = none)
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void loadSpellDBC(pipeline::AssetManager* assetManager);
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std::string getSpellName(uint32_t spellId) const;
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};
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} // namespace ui
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} // namespace wowee
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