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https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
feat: track PvP corpse-reclaim delay and show countdown in UI
SMSG_CORPSE_RECLAIM_DELAY is now stored as an absolute expiry timestamp (steady_clock ms) instead of being discarded after a chat message. GameHandler::getCorpseReclaimDelaySec() returns remaining seconds (0 when reclaim is available). The "Resurrect from Corpse" button now: - Disables and shows the remaining seconds when a PvP delay is active - Shows the usual "Corpse: N yards" helper text when available Also resets corpseReclaimAvailableMs_ on world/session teardown.
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2acab47eee
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3 changed files with 55 additions and 19 deletions
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@ -1183,6 +1183,8 @@ public:
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void cancelPetUnlearn() { petUnlearnPending_ = false; }
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/** True when ghost is within 40 yards of corpse position (same map). */
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bool canReclaimCorpse() const;
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/** Seconds remaining on the PvP corpse-reclaim delay, or 0 if the reclaim is available now. */
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float getCorpseReclaimDelaySec() const;
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/** Distance (yards) from ghost to corpse, or -1 if no corpse data. */
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float getCorpseDistance() const {
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if (corpseMapId_ == 0 || currentMapId_ != corpseMapId_) return -1.0f;
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@ -3298,6 +3300,9 @@ private:
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uint32_t corpseMapId_ = 0;
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float corpseX_ = 0.0f, corpseY_ = 0.0f, corpseZ_ = 0.0f;
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uint64_t corpseGuid_ = 0;
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// Absolute time (ms since epoch) when PvP corpse-reclaim delay expires.
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// 0 means no active delay (reclaim allowed immediately upon proximity).
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uint64_t corpseReclaimAvailableMs_ = 0;
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// Death Knight runes (class 6): slots 0-1=Blood, 2-3=Unholy, 4-5=Frost initially
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std::array<RuneSlot, 6> playerRunes_ = [] {
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std::array<RuneSlot, 6> r{};
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@ -2645,13 +2645,14 @@ void GameHandler::handlePacket(network::Packet& packet) {
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break;
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}
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case Opcode::SMSG_CORPSE_RECLAIM_DELAY: {
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// uint32 delayMs before player can reclaim corpse
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// uint32 delayMs before player can reclaim corpse (PvP deaths)
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if (packet.getSize() - packet.getReadPos() >= 4) {
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uint32_t delayMs = packet.readUInt32();
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uint32_t delaySec = (delayMs + 999) / 1000;
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addSystemChatMessage("You can reclaim your corpse in " +
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std::to_string(delaySec) + " seconds.");
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LOG_DEBUG("SMSG_CORPSE_RECLAIM_DELAY: ", delayMs, "ms");
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auto nowMs = static_cast<uint64_t>(
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std::chrono::duration_cast<std::chrono::milliseconds>(
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std::chrono::steady_clock::now().time_since_epoch()).count());
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corpseReclaimAvailableMs_ = nowMs + delayMs;
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LOG_INFO("SMSG_CORPSE_RECLAIM_DELAY: ", delayMs, "ms");
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}
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break;
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}
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@ -9085,6 +9086,7 @@ void GameHandler::selectCharacter(uint64_t characterGuid) {
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playerDead_ = false;
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releasedSpirit_ = false;
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corpseGuid_ = 0;
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corpseReclaimAvailableMs_ = 0;
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targetGuid = 0;
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focusGuid = 0;
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lastTargetGuid = 0;
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@ -13941,6 +13943,15 @@ bool GameHandler::canReclaimCorpse() const {
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return (dx*dx + dy*dy + dz*dz) <= (40.0f * 40.0f);
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}
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float GameHandler::getCorpseReclaimDelaySec() const {
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if (corpseReclaimAvailableMs_ == 0) return 0.0f;
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auto nowMs = static_cast<uint64_t>(
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std::chrono::duration_cast<std::chrono::milliseconds>(
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std::chrono::steady_clock::now().time_since_epoch()).count());
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if (nowMs >= corpseReclaimAvailableMs_) return 0.0f;
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return static_cast<float>(corpseReclaimAvailableMs_ - nowMs) / 1000.0f;
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}
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void GameHandler::reclaimCorpse() {
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if (!canReclaimCorpse() || !socket) return;
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// CMSG_RECLAIM_CORPSE requires the corpse object's own GUID.
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@ -15421,28 +15421,48 @@ void GameScreen::renderReclaimCorpseButton(game::GameHandler& gameHandler) {
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float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
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float screenH = window ? static_cast<float>(window->getHeight()) : 720.0f;
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float delaySec = gameHandler.getCorpseReclaimDelaySec();
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bool onDelay = (delaySec > 0.0f);
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float btnW = 220.0f, btnH = 36.0f;
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float winH = btnH + 16.0f + (onDelay ? 20.0f : 0.0f);
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ImGui::SetNextWindowPos(ImVec2(screenW / 2 - btnW / 2, screenH * 0.72f), ImGuiCond_Always);
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ImGui::SetNextWindowSize(ImVec2(btnW + 16.0f, btnH + 16.0f), ImGuiCond_Always);
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ImGui::SetNextWindowSize(ImVec2(btnW + 16.0f, winH), ImGuiCond_Always);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 6.0f);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(8.0f, 8.0f));
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ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.0f, 0.0f, 0.0f, 0.7f));
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if (ImGui::Begin("##ReclaimCorpse", nullptr,
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ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove |
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ImGuiWindowFlags_NoBringToFrontOnFocus)) {
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.15f, 0.35f, 0.15f, 1.0f));
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ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.25f, 0.55f, 0.25f, 1.0f));
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if (ImGui::Button("Resurrect from Corpse", ImVec2(btnW, btnH))) {
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gameHandler.reclaimCorpse();
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}
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ImGui::PopStyleColor(2);
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float corpDist = gameHandler.getCorpseDistance();
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if (corpDist >= 0.0f) {
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char distBuf[48];
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snprintf(distBuf, sizeof(distBuf), "Corpse: %.0f yards away", corpDist);
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float dw = ImGui::CalcTextSize(distBuf).x;
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ImGui::SetCursorPosX((btnW + 16.0f - dw) * 0.5f);
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ImGui::TextDisabled("%s", distBuf);
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if (onDelay) {
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// Greyed-out button while PvP reclaim timer ticks down
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.25f, 0.25f, 0.25f, 1.0f));
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ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.25f, 0.25f, 0.25f, 1.0f));
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ImGui::BeginDisabled(true);
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char delayLabel[64];
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snprintf(delayLabel, sizeof(delayLabel), "Resurrect from Corpse (%.0fs)", delaySec);
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ImGui::Button(delayLabel, ImVec2(btnW, btnH));
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ImGui::EndDisabled();
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ImGui::PopStyleColor(2);
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const char* waitMsg = "You cannot reclaim your corpse yet.";
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float tw = ImGui::CalcTextSize(waitMsg).x;
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ImGui::SetCursorPosX((btnW + 16.0f - tw) * 0.5f);
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ImGui::TextColored(ImVec4(0.8f, 0.5f, 0.2f, 1.0f), "%s", waitMsg);
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} else {
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.15f, 0.35f, 0.15f, 1.0f));
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ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.25f, 0.55f, 0.25f, 1.0f));
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if (ImGui::Button("Resurrect from Corpse", ImVec2(btnW, btnH))) {
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gameHandler.reclaimCorpse();
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}
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ImGui::PopStyleColor(2);
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float corpDist = gameHandler.getCorpseDistance();
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if (corpDist >= 0.0f) {
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char distBuf[48];
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snprintf(distBuf, sizeof(distBuf), "Corpse: %.0f yards away", corpDist);
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float dw = ImGui::CalcTextSize(distBuf).x;
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ImGui::SetCursorPosX((btnW + 16.0f - dw) * 0.5f);
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ImGui::TextDisabled("%s", distBuf);
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}
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}
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}
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ImGui::End();
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