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.
This commit is contained in:
Kelsi 2026-02-04 10:30:52 -08:00
parent 6bf3fa4ed4
commit c49bb58e47
14 changed files with 3039 additions and 84 deletions

View file

@ -35,6 +35,7 @@ public:
int getWidth() const { return width; }
int getHeight() const { return height; }
void setSize(int w, int h) { width = w; height = h; }
float getAspectRatio() const { return static_cast<float>(width) / height; }
SDL_Window* getSDLWindow() const { return window; }