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Implement complete talent system with dual spec support
Network Protocol: - Add SMSG_TALENTS_INFO (0x4C0) packet parsing for talent data - Add CMSG_LEARN_TALENT (0x251) to request learning talents - Add MSG_TALENT_WIPE_CONFIRM (0x2AB) opcode for spec switching - Parse talent spec, unspent points, and learned talent ranks DBC Parsing: - Load Talent.dbc: talent grid positions, ranks, prerequisites, spell IDs - Load TalentTab.dbc: talent tree definitions with correct field indices - Fix localized string field handling (17 fields per string) - Load Spell.dbc and SpellIcon.dbc for talent icons and tooltips - Class mask filtering using bitwise operations (1 << (class - 1)) UI Implementation: - Complete talent tree UI with tabbed interface for specs - Display talent icons from spell data with proper tinting/borders - Enhanced tooltips: spell name, rank, current/next descriptions, prereqs - Visual states: green (maxed), yellow (partial), white (available), gray (locked) - Tier unlock system (5 points per tier requirement) - Rank overlay on icons with shadow text - Click to learn talents with validation Dual Spec Support: - Store unspent points and learned talents per spec (0 and 1) - Track active spec and display its talents - Spec switching UI with buttons for Spec 1/Spec 2 - Handle both SMSG_TALENTS_INFO packets from server at login - Display unspent points for both specs in header - Independent talent trees for each specialization
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8 changed files with 860 additions and 29 deletions
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@ -2,8 +2,13 @@
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#include "game/game_handler.hpp"
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#include <imgui.h>
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#include <GL/glew.h>
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#include <unordered_map>
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#include <string>
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namespace wowee {
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namespace pipeline { class AssetManager; }
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namespace ui {
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class TalentScreen {
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@ -14,8 +19,24 @@ public:
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void setOpen(bool o) { open = o; }
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private:
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void renderTalentTrees(game::GameHandler& gameHandler);
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void renderTalentTree(game::GameHandler& gameHandler, uint32_t tabId);
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void renderTalent(game::GameHandler& gameHandler, const game::GameHandler::TalentEntry& talent);
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void loadSpellDBC(pipeline::AssetManager* assetManager);
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void loadSpellIconDBC(pipeline::AssetManager* assetManager);
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GLuint getSpellIcon(uint32_t iconId, pipeline::AssetManager* assetManager);
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bool open = false;
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bool nKeyWasDown = false;
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// DBC caches
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bool spellDbcLoaded = false;
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bool iconDbcLoaded = false;
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std::unordered_map<uint32_t, uint32_t> spellIconIds; // spellId -> iconId
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std::unordered_map<uint32_t, std::string> spellIconPaths; // iconId -> path
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std::unordered_map<uint32_t, GLuint> spellIconCache; // iconId -> texture
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std::unordered_map<uint32_t, std::string> spellTooltips; // spellId -> description
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};
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} // namespace ui
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