Distinguish channeled spells in cast bar with blue color and draining animation

Adds castIsChannel flag set on MSG_CHANNEL_START, cleared on all cast resets.
Cast bar now drains right-to-left in blue for channels vs gold fill for casts.
This commit is contained in:
Kelsi 2026-03-12 00:43:29 -07:00
parent c13e18cb55
commit c89dc50b6c
3 changed files with 29 additions and 4 deletions

View file

@ -553,6 +553,7 @@ public:
}
bool isCasting() const { return casting; }
bool isChanneling() const { return casting && castIsChannel; }
bool isGameObjectInteractionCasting() const {
return casting && currentCastSpellId == 0 && pendingGameObjectInteractGuid_ != 0;
}
@ -2046,6 +2047,7 @@ private:
std::vector<MinimapPing> minimapPings_;
uint8_t castCount = 0;
bool casting = false;
bool castIsChannel = false;
uint32_t currentCastSpellId = 0;
float castTimeRemaining = 0.0f;
// Per-unit cast state (keyed by GUID, populated from SMSG_SPELL_START)

View file

@ -904,6 +904,7 @@ void GameHandler::update(float deltaTime) {
(autoAttacking || autoAttackRequested_)) {
pendingGameObjectInteractGuid_ = 0;
casting = false;
castIsChannel = false;
currentCastSpellId = 0;
castTimeRemaining = 0.0f;
addSystemChatMessage("Interrupted.");
@ -917,6 +918,7 @@ void GameHandler::update(float deltaTime) {
performGameObjectInteractionNow(interactGuid);
}
casting = false;
castIsChannel = false;
currentCastSpellId = 0;
castTimeRemaining = 0.0f;
}
@ -1947,6 +1949,7 @@ void GameHandler::handlePacket(network::Packet& packet) {
if (packetParsers_->parseCastResult(packet, castResultSpellId, castResult)) {
if (castResult != 0) {
casting = false;
castIsChannel = false;
currentCastSpellId = 0;
castTimeRemaining = 0.0f;
// Pass player's power type so result 85 says "Not enough rage/energy/etc."
@ -2837,6 +2840,7 @@ void GameHandler::handlePacket(network::Packet& packet) {
if (failGuid == playerGuid || failGuid == 0) {
// Player's own cast failed
casting = false;
castIsChannel = false;
currentCastSpellId = 0;
if (auto* renderer = core::Application::getInstance().getRenderer()) {
if (auto* ssm = renderer->getSpellSoundManager()) {
@ -5528,6 +5532,7 @@ void GameHandler::handlePacket(network::Packet& packet) {
if (totalMs > 0) {
if (caster == playerGuid) {
casting = true;
castIsChannel = false;
currentCastSpellId = spellId;
castTimeTotal = totalMs / 1000.0f;
castTimeRemaining = remainMs / 1000.0f;
@ -5556,6 +5561,7 @@ void GameHandler::handlePacket(network::Packet& packet) {
if (chanTotalMs > 0 && chanCaster != 0) {
if (chanCaster == playerGuid) {
casting = true;
castIsChannel = true;
currentCastSpellId = chanSpellId;
castTimeTotal = chanTotalMs / 1000.0f;
castTimeRemaining = castTimeTotal;
@ -5583,6 +5589,7 @@ void GameHandler::handlePacket(network::Packet& packet) {
castTimeRemaining = chanRemainMs / 1000.0f;
if (chanRemainMs == 0) {
casting = false;
castIsChannel = false;
currentCastSpellId = 0;
}
} else if (chanCaster2 != 0) {
@ -6585,6 +6592,7 @@ void GameHandler::selectCharacter(uint64_t characterGuid) {
autoAttacking = false;
autoAttackTarget = 0;
casting = false;
castIsChannel = false;
currentCastSpellId = 0;
pendingGameObjectInteractGuid_ = 0;
castTimeRemaining = 0.0f;
@ -10633,6 +10641,7 @@ void GameHandler::stopCasting() {
// Reset casting state
casting = false;
castIsChannel = false;
currentCastSpellId = 0;
pendingGameObjectInteractGuid_ = 0;
castTimeRemaining = 0.0f;
@ -13937,6 +13946,7 @@ void GameHandler::cancelCast() {
}
pendingGameObjectInteractGuid_ = 0;
casting = false;
castIsChannel = false;
currentCastSpellId = 0;
castTimeRemaining = 0.0f;
}
@ -14075,6 +14085,7 @@ void GameHandler::handleCastFailed(network::Packet& packet) {
if (!ok) return;
casting = false;
castIsChannel = false;
currentCastSpellId = 0;
castTimeRemaining = 0.0f;
@ -14133,6 +14144,7 @@ void GameHandler::handleSpellStart(network::Packet& packet) {
// If this is the player's own cast, start cast bar
if (data.casterUnit == playerGuid && data.castTime > 0) {
casting = true;
castIsChannel = false;
currentCastSpellId = data.spellId;
castTimeTotal = data.castTime / 1000.0f;
castTimeRemaining = castTimeTotal;
@ -14203,6 +14215,7 @@ void GameHandler::handleSpellGo(network::Packet& packet) {
}
casting = false;
castIsChannel = false;
currentCastSpellId = 0;
castTimeRemaining = 0.0f;
@ -17206,6 +17219,7 @@ void GameHandler::handleNewWorld(network::Packet& packet) {
areaTriggerSuppressFirst_ = true; // first check just marks active triggers, doesn't fire
stopAutoAttack();
casting = false;
castIsChannel = false;
currentCastSpellId = 0;
pendingGameObjectInteractGuid_ = 0;
castTimeRemaining = 0.0f;

View file

@ -5462,19 +5462,28 @@ void GameScreen::renderCastBar(game::GameHandler& gameHandler) {
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.1f, 0.1f, 0.1f, 0.9f));
if (ImGui::Begin("##CastBar", nullptr, flags)) {
float progress = gameHandler.getCastProgress();
ImGui::PushStyleColor(ImGuiCol_PlotHistogram, ImVec4(0.8f, 0.6f, 0.2f, 1.0f));
const bool channeling = gameHandler.isChanneling();
// Channels drain right-to-left; regular casts fill left-to-right
float progress = channeling
? (1.0f - gameHandler.getCastProgress())
: gameHandler.getCastProgress();
ImVec4 barColor = channeling
? ImVec4(0.3f, 0.6f, 0.9f, 1.0f) // blue for channels
: ImVec4(0.8f, 0.6f, 0.2f, 1.0f); // gold for casts
ImGui::PushStyleColor(ImGuiCol_PlotHistogram, barColor);
char overlay[64];
uint32_t currentSpellId = gameHandler.getCurrentCastSpellId();
if (gameHandler.getCurrentCastSpellId() == 0) {
if (currentSpellId == 0) {
snprintf(overlay, sizeof(overlay), "Opening... (%.1fs)", gameHandler.getCastTimeRemaining());
} else {
const std::string& spellName = gameHandler.getSpellName(currentSpellId);
const char* verb = channeling ? "Channeling" : "Casting";
if (!spellName.empty())
snprintf(overlay, sizeof(overlay), "%s (%.1fs)", spellName.c_str(), gameHandler.getCastTimeRemaining());
else
snprintf(overlay, sizeof(overlay), "Casting... (%.1fs)", gameHandler.getCastTimeRemaining());
snprintf(overlay, sizeof(overlay), "%s... (%.1fs)", verb, gameHandler.getCastTimeRemaining());
}
ImGui::ProgressBar(progress, ImVec2(-1, 20), overlay);
ImGui::PopStyleColor();