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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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@ -35,9 +35,9 @@ private:
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int selectedChatType = 0; // 0=SAY, 1=YELL, 2=PARTY, etc.
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// UI state
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bool showEntityWindow = true;
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bool showEntityWindow = false;
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bool showChatWindow = true;
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bool showPlayerInfo = true;
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bool showPlayerInfo = false;
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bool refocusChatInput = false;
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/**
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@ -95,6 +95,17 @@ private:
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*/
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void updateCharacterTextures(game::Inventory& inventory);
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// ---- New UI renders ----
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void renderActionBar(game::GameHandler& gameHandler);
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void renderCastBar(game::GameHandler& gameHandler);
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void renderCombatText(game::GameHandler& gameHandler);
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void renderPartyFrames(game::GameHandler& gameHandler);
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void renderGroupInvitePopup(game::GameHandler& gameHandler);
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void renderBuffBar(game::GameHandler& gameHandler);
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void renderLootWindow(game::GameHandler& gameHandler);
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void renderGossipWindow(game::GameHandler& gameHandler);
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void renderVendorWindow(game::GameHandler& gameHandler);
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/**
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* Inventory screen
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*/
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