feat: add WotLK vehicle exit UI with Leave Vehicle button

Parse SMSG_PLAYER_VEHICLE_DATA (PackedGuid + uint32 vehicleId) and
track in-vehicle state. Add sendRequestVehicleExit() which sends
CMSG_REQUEST_VEHICLE_EXIT. Render a floating red "Leave Vehicle"
button above the action bar whenever vehicleId_ is non-zero.
State cleared on world leave and zone transfer.
This commit is contained in:
Kelsi 2026-03-12 17:25:00 -07:00
parent fbcec9e7bf
commit b7c1aa39a9
3 changed files with 62 additions and 3 deletions

View file

@ -1594,6 +1594,11 @@ public:
return it != taxiNpcHasRoutes_.end() && it->second;
}
// Vehicle (WotLK)
bool isInVehicle() const { return vehicleId_ != 0; }
uint32_t getVehicleId() const { return vehicleId_; }
void sendRequestVehicleExit();
// Vendor
void openVendor(uint64_t npcGuid);
void closeVendor();
@ -2536,6 +2541,9 @@ private:
return it != factionHostileMap_.end() ? it->second : true; // default hostile if unknown
}
// Vehicle (WotLK): non-zero when player is seated in a vehicle
uint32_t vehicleId_ = 0;
// Taxi / Flight Paths
std::unordered_map<uint64_t, bool> taxiNpcHasRoutes_; // guid -> has new/available routes
std::unordered_map<uint32_t, TaxiNode> taxiNodes_;

View file

@ -5211,10 +5211,19 @@ void GameHandler::handlePacket(network::Packet& packet) {
// GM ticket status (new/updated); no ticket UI yet
packet.setReadPos(packet.getSize());
break;
case Opcode::SMSG_PLAYER_VEHICLE_DATA:
// Vehicle data update for player in vehicle; no vehicle UI yet
packet.setReadPos(packet.getSize());
case Opcode::SMSG_PLAYER_VEHICLE_DATA: {
// PackedGuid (player guid) + uint32 vehicleId
// vehicleId == 0 means the player left the vehicle
if (packet.getSize() - packet.getReadPos() >= 1) {
(void)UpdateObjectParser::readPackedGuid(packet); // player guid (unused)
}
if (packet.getSize() - packet.getReadPos() >= 4) {
vehicleId_ = packet.readUInt32();
} else {
vehicleId_ = 0;
}
break;
}
case Opcode::SMSG_SET_EXTRA_AURA_INFO_NEED_UPDATE:
packet.setReadPos(packet.getSize());
break;
@ -6868,6 +6877,7 @@ void GameHandler::handleLoginVerifyWorld(network::Packet& packet) {
taxiStartGrace_ = 0.0f;
currentMountDisplayId_ = 0;
taxiMountDisplayId_ = 0;
vehicleId_ = 0;
if (mountCallback_) {
mountCallback_(0);
}
@ -7891,6 +7901,14 @@ void GameHandler::sendPing() {
socket->send(packet);
}
void GameHandler::sendRequestVehicleExit() {
if (state != WorldState::IN_WORLD || vehicleId_ == 0) return;
// CMSG_REQUEST_VEHICLE_EXIT has no payload — opcode only
network::Packet pkt(wireOpcode(Opcode::CMSG_REQUEST_VEHICLE_EXIT));
socket->send(pkt);
vehicleId_ = 0; // Optimistically clear; server will confirm via SMSG_PLAYER_VEHICLE_DATA(0)
}
void GameHandler::sendMinimapPing(float wowX, float wowY) {
if (state != WorldState::IN_WORLD) return;
@ -8202,6 +8220,7 @@ void GameHandler::forceClearTaxiAndMovementState() {
taxiMountActive_ = false;
taxiMountDisplayId_ = 0;
currentMountDisplayId_ = 0;
vehicleId_ = 0;
resurrectPending_ = false;
resurrectRequestPending_ = false;
playerDead_ = false;

View file

@ -6968,6 +6968,38 @@ void GameScreen::renderActionBar(game::GameHandler& gameHandler) {
ImGui::PopStyleVar(4);
}
// Vehicle exit button (WotLK): floating button above action bar when player is in a vehicle
if (gameHandler.isInVehicle()) {
const float btnW = 120.0f;
const float btnH = 32.0f;
const float btnX = (screenW - btnW) / 2.0f;
const float btnY = barY - btnH - 6.0f;
ImGui::SetNextWindowPos(ImVec2(btnX, btnY), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(btnW, btnH), ImGuiCond_Always);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 4.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(4.0f, 4.0f));
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.0f, 0.0f, 0.0f, 0.0f));
ImGuiWindowFlags vFlags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar |
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoBackground;
if (ImGui::Begin("##VehicleExit", nullptr, vFlags)) {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.6f, 0.1f, 0.1f, 0.9f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.8f, 0.2f, 0.2f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4(0.4f, 0.0f, 0.0f, 1.0f));
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 4.0f);
if (ImGui::Button("Leave Vehicle", ImVec2(btnW - 8.0f, btnH - 8.0f))) {
gameHandler.sendRequestVehicleExit();
}
ImGui::PopStyleVar();
ImGui::PopStyleColor(3);
}
ImGui::End();
ImGui::PopStyleColor();
ImGui::PopStyleVar(3);
}
// Handle action bar drag: render icon at cursor and detect drop outside
if (actionBarDragSlot_ >= 0) {
ImVec2 mousePos = ImGui::GetMousePos();