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

@ -189,6 +189,7 @@ void Application::run() {
if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
int newWidth = event.window.data1;
int newHeight = event.window.data2;
window->setSize(newWidth, newHeight);
glViewport(0, 0, newWidth, newHeight);
if (renderer && renderer->getCamera()) {
renderer->getCamera()->setAspectRatio(static_cast<float>(newWidth) / newHeight);
@ -629,8 +630,8 @@ void Application::update(float deltaTime) {
break;
}
// Update renderer (camera, etc.)
if (renderer) {
// Update renderer (camera, etc.) only when in-game
if (renderer && state == AppState::IN_GAME) {
renderer->update(deltaTime);
}
@ -647,25 +648,13 @@ void Application::render() {
renderer->beginFrame();
// Always render atmospheric background (sky, stars, clouds, etc.)
// This provides a nice animated background for login/UI screens
// Terrain/characters only render if loaded (in-game)
switch (state) {
case AppState::IN_GAME:
// Render full world with terrain and entities
if (world) {
renderer->renderWorld(world.get());
} else {
// Fallback: render just atmosphere if world not loaded
renderer->renderWorld(nullptr);
}
break;
default:
// Login/UI screens: render atmospheric background only
// (terrain/water/characters won't render as they're not loaded)
// Only render 3D world when in-game (after server connect or single-player)
if (state == AppState::IN_GAME) {
if (world) {
renderer->renderWorld(world.get());
} else {
renderer->renderWorld(nullptr);
break;
}
}
// Render performance HUD (within ImGui frame, before UI ends the frame)