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Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining full 3.3.5a private server compatibility: - Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature name queries, CMSG_SET_ACTIVE_MOVER after login - Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power tracking from UPDATE_OBJECT fields, floating combat text - Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar, cooldown tracking, aura/buff system with cancellation - Phase 4: Group invite/accept/decline/leave, party frames UI, /invite chat command - Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface Also: disable debug HUD/panels by default, gate 3D rendering to IN_GAME state only, fix window resize not updating UI positions.
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14 changed files with 3039 additions and 84 deletions
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@ -35,6 +35,7 @@ public:
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int getWidth() const { return width; }
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int getHeight() const { return height; }
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void setSize(int w, int h) { width = w; height = h; }
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float getAspectRatio() const { return static_cast<float>(width) / height; }
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SDL_Window* getSDLWindow() const { return window; }
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