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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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@ -129,15 +129,33 @@ public:
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uint32_t getMaxHealth() const { return maxHealth; }
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void setMaxHealth(uint32_t h) { maxHealth = h; }
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// Power (mana/rage/energy)
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uint32_t getPower() const { return power; }
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void setPower(uint32_t p) { power = p; }
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uint32_t getMaxPower() const { return maxPower; }
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void setMaxPower(uint32_t p) { maxPower = p; }
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uint8_t getPowerType() const { return powerType; }
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void setPowerType(uint8_t t) { powerType = t; }
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// Level
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uint32_t getLevel() const { return level; }
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void setLevel(uint32_t l) { level = l; }
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// Entry ID (creature template entry)
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uint32_t getEntry() const { return entry; }
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void setEntry(uint32_t e) { entry = e; }
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protected:
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std::string name;
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uint32_t health = 0;
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uint32_t maxHealth = 0;
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uint32_t power = 0;
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uint32_t maxPower = 0;
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uint8_t powerType = 0; // 0=mana, 1=rage, 2=focus, 3=energy
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uint32_t level = 1;
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uint32_t entry = 0;
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};
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/**
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