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feat: show corpse skull marker on world map when player is a ghost
When the player dies and releases spirit, the world map now renders a bone-white X cross at the corpse's location (matching the existing minimap skull marker). The marker appears only when the player is a ghost with an unclaimed corpse on the same map, and shows a "Your corpse" tooltip on hover. Implemented via setCorpsePos() on WorldMap, called from renderWorldMap() using getCorpseCanonicalPos().
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3 changed files with 49 additions and 0 deletions
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@ -67,6 +67,13 @@ public:
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void setServerExplorationMask(const std::vector<uint32_t>& masks, bool hasData);
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void setPartyDots(std::vector<WorldMapPartyDot> dots) { partyDots_ = std::move(dots); }
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void setTaxiNodes(std::vector<WorldMapTaxiNode> nodes) { taxiNodes_ = std::move(nodes); }
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/// Set the player's corpse position for overlay rendering.
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/// @param hasCorpse True when the player is a ghost with an unclaimed corpse on this map.
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/// @param renderPos Corpse position in render-space coordinates.
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void setCorpsePos(bool hasCorpse, glm::vec3 renderPos) {
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hasCorpse_ = hasCorpse;
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corpseRenderPos_ = renderPos;
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}
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bool isOpen() const { return open; }
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void close() { open = false; }
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@ -141,6 +148,10 @@ private:
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std::vector<WorldMapTaxiNode> taxiNodes_;
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int currentMapId_ = -1; ///< WoW map ID currently loaded (set in loadZonesFromDBC)
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// Corpse marker (ghost state — set each frame from the UI layer)
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bool hasCorpse_ = false;
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glm::vec3 corpseRenderPos_ = {};
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// Exploration / fog of war
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std::vector<uint32_t> serverExplorationMask;
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bool hasServerExplorationMask = false;
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