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feat: implement self-resurrection (Reincarnation/Twisting Nether)
SMSG_PRE_RESURRECT was silently discarded; Shamans with Reincarnation and Warlocks with Twisting Nether could never see or use the self-res ability. Now: - SMSG_PRE_RESURRECT sets selfResAvailable_ flag when addressed to the local player - Death dialog gains a "Use Self-Resurrection" button (blue, shown above Release Spirit) when the flag is set - Clicking it sends CMSG_SELF_RES (empty body) and clears the flag - selfResAvailable_ is cleared on all resurrection and session-reset paths so it never bleeds across deaths or logins
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395a8f77c4
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5a5c2dcda3
3 changed files with 43 additions and 3 deletions
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@ -1171,6 +1171,10 @@ public:
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bool isPlayerGhost() const { return releasedSpirit_; }
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bool showDeathDialog() const { return playerDead_ && !releasedSpirit_; }
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bool showResurrectDialog() const { return resurrectRequestPending_; }
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/** True when SMSG_PRE_RESURRECT arrived — Reincarnation/Twisting Nether available. */
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bool canSelfRes() const { return selfResAvailable_; }
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/** Send CMSG_SELF_RES to use Reincarnation / Twisting Nether. */
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void useSelfRes();
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const std::string& getResurrectCasterName() const { return resurrectCasterName_; }
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bool showTalentWipeConfirmDialog() const { return talentWipePending_; }
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uint32_t getTalentWipeCost() const { return talentWipeCost_; }
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@ -3314,6 +3318,7 @@ private:
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uint64_t pendingSpiritHealerGuid_ = 0;
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bool resurrectPending_ = false;
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bool resurrectRequestPending_ = false;
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bool selfResAvailable_ = false; // SMSG_PRE_RESURRECT received — Reincarnation/Twisting Nether
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// ---- Talent wipe confirm dialog ----
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bool talentWipePending_ = false;
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uint64_t talentWipeNpcGuid_ = 0;
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@ -7316,8 +7316,15 @@ void GameHandler::handlePacket(network::Packet& packet) {
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// ---- Pre-resurrect state ----
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case Opcode::SMSG_PRE_RESURRECT: {
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// packed GUID of the player to enter pre-resurrect
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(void)UpdateObjectParser::readPackedGuid(packet);
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// SMSG_PRE_RESURRECT: packed GUID of the player who can self-resurrect.
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// Sent when the dead player has Reincarnation (Shaman), Twisting Nether (Warlock),
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// or Deathpact (Death Knight passive). The client must send CMSG_SELF_RES to accept.
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uint64_t targetGuid = UpdateObjectParser::readPackedGuid(packet);
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if (targetGuid == playerGuid || targetGuid == 0) {
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selfResAvailable_ = true;
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LOG_INFO("SMSG_PRE_RESURRECT: self-resurrection available (guid=0x",
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std::hex, targetGuid, std::dec, ")");
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}
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break;
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}
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@ -9193,6 +9200,7 @@ void GameHandler::handleLoginVerifyWorld(network::Packet& packet) {
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movementInfo.jumpXYSpeed = 0.0f;
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resurrectPending_ = false;
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resurrectRequestPending_ = false;
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selfResAvailable_ = false;
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onTaxiFlight_ = false;
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taxiMountActive_ = false;
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taxiActivatePending_ = false;
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@ -10985,6 +10993,7 @@ void GameHandler::forceClearTaxiAndMovementState() {
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vehicleId_ = 0;
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resurrectPending_ = false;
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resurrectRequestPending_ = false;
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selfResAvailable_ = false;
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playerDead_ = false;
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releasedSpirit_ = false;
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corpseGuid_ = 0;
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@ -11886,6 +11895,7 @@ void GameHandler::applyUpdateObjectBlock(const UpdateBlock& block, bool& newItem
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} else if (wasDead && !nowDead) {
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playerDead_ = false;
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releasedSpirit_ = false;
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selfResAvailable_ = false;
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LOG_INFO("Player resurrected (dynamic flags)");
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}
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} else if (entity->getType() == ObjectType::UNIT) {
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@ -12167,6 +12177,7 @@ void GameHandler::applyUpdateObjectBlock(const UpdateBlock& block, bool& newItem
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playerDead_ = false;
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repopPending_ = false;
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resurrectPending_ = false;
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selfResAvailable_ = false;
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corpseMapId_ = 0; // corpse reclaimed
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corpseGuid_ = 0;
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corpseReclaimAvailableMs_ = 0;
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@ -13967,6 +13978,15 @@ void GameHandler::reclaimCorpse() {
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LOG_INFO("Sent CMSG_RECLAIM_CORPSE for corpse guid=0x", std::hex, corpseGuid_, std::dec);
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}
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void GameHandler::useSelfRes() {
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if (!selfResAvailable_ || !socket) return;
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// CMSG_SELF_RES: empty body — server confirms resurrection via SMSG_UPDATE_OBJECT.
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network::Packet pkt(wireOpcode(Opcode::CMSG_SELF_RES));
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socket->send(pkt);
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selfResAvailable_ = false;
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LOG_INFO("Sent CMSG_SELF_RES (Reincarnation / Twisting Nether)");
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}
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void GameHandler::activateSpiritHealer(uint64_t npcGuid) {
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if (state != WorldState::IN_WORLD || !socket) return;
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pendingSpiritHealerGuid_ = npcGuid;
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@ -15364,8 +15364,10 @@ void GameScreen::renderDeathScreen(game::GameHandler& gameHandler) {
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ImGui::PopStyleColor();
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// "Release Spirit" dialog centered on screen
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const bool hasSelfRes = gameHandler.canSelfRes();
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float dlgW = 280.0f;
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float dlgH = 130.0f;
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// Extra height when self-res button is available
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float dlgH = hasSelfRes ? 170.0f : 130.0f;
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ImGui::SetNextWindowPos(ImVec2(screenW / 2 - dlgW / 2, screenH * 0.35f), ImGuiCond_Always);
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ImGui::SetNextWindowSize(ImVec2(dlgW, dlgH), ImGuiCond_Always);
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@ -15399,6 +15401,19 @@ void GameScreen::renderDeathScreen(game::GameHandler& gameHandler) {
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ImGui::Spacing();
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ImGui::Spacing();
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// Self-resurrection button (Reincarnation / Twisting Nether / Deathpact)
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if (hasSelfRes) {
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float btnW2 = 220.0f;
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ImGui::SetCursorPosX((dlgW - btnW2) / 2);
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.15f, 0.35f, 0.55f, 1.0f));
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ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.2f, 0.5f, 0.75f, 1.0f));
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if (ImGui::Button("Use Self-Resurrection", ImVec2(btnW2, 30))) {
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gameHandler.useSelfRes();
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}
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ImGui::PopStyleColor(2);
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ImGui::Spacing();
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}
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// Center the Release Spirit button
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float btnW = 180.0f;
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ImGui::SetCursorPosX((dlgW - btnW) / 2);
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