mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-04-17 09:33:51 +00:00
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
This commit is contained in:
parent
bf03044a63
commit
e7556605d7
8 changed files with 860 additions and 29 deletions
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@ -589,6 +589,11 @@ void GameHandler::handlePacket(network::Packet& packet) {
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handleUnlearnSpells(packet);
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break;
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// ---- Talents ----
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case Opcode::SMSG_TALENTS_INFO:
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handleTalentsInfo(packet);
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break;
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// ---- Phase 4: Group ----
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case Opcode::SMSG_GROUP_INVITE:
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handleGroupInvite(packet);
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@ -4457,6 +4462,96 @@ void GameHandler::handleUnlearnSpells(network::Packet& packet) {
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}
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}
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// ============================================================
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// Talents
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// ============================================================
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void GameHandler::handleTalentsInfo(network::Packet& packet) {
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TalentsInfoData data;
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if (!TalentsInfoParser::parse(packet, data)) return;
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// Ensure talent DBCs are loaded
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loadTalentDbc();
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// Validate spec number
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if (data.talentSpec > 1) {
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LOG_WARNING("Invalid talent spec: ", (int)data.talentSpec);
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return;
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}
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// Store talents for this spec
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unspentTalentPoints_[data.talentSpec] = data.unspentPoints;
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// Clear and rebuild learned talents map for this spec
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learnedTalents_[data.talentSpec].clear();
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for (const auto& talent : data.talents) {
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if (talent.currentRank > 0) {
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learnedTalents_[data.talentSpec][talent.talentId] = talent.currentRank;
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}
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}
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LOG_INFO("Talents loaded: spec=", (int)data.talentSpec,
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" unspent=", (int)unspentTalentPoints_[data.talentSpec],
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" learned=", learnedTalents_[data.talentSpec].size());
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// If this is the first spec received, set it as active
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static bool firstSpecReceived = false;
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if (!firstSpecReceived) {
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firstSpecReceived = true;
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activeTalentSpec_ = data.talentSpec;
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// Show message to player about active spec
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if (unspentTalentPoints_[data.talentSpec] > 0) {
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std::string msg = "You have " + std::to_string(unspentTalentPoints_[data.talentSpec]) +
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" unspent talent point";
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if (unspentTalentPoints_[data.talentSpec] > 1) msg += "s";
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msg += " in spec " + std::to_string(data.talentSpec + 1);
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addSystemChatMessage(msg);
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}
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}
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}
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void GameHandler::learnTalent(uint32_t talentId, uint32_t requestedRank) {
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if (state != WorldState::IN_WORLD || !socket) {
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LOG_WARNING("learnTalent: Not in world or no socket connection");
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return;
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}
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LOG_INFO("Requesting to learn talent: id=", talentId, " rank=", requestedRank);
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auto packet = LearnTalentPacket::build(talentId, requestedRank);
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socket->send(packet);
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}
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void GameHandler::switchTalentSpec(uint8_t newSpec) {
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if (newSpec > 1) {
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LOG_WARNING("Invalid talent spec: ", (int)newSpec);
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return;
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}
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if (newSpec == activeTalentSpec_) {
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LOG_INFO("Already on spec ", (int)newSpec);
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return;
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}
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// For now, just switch locally. In a real implementation, we'd send
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// MSG_TALENT_WIPE_CONFIRM to the server to trigger a spec switch.
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// The server would respond with new SMSG_TALENTS_INFO for the new spec.
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activeTalentSpec_ = newSpec;
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LOG_INFO("Switched to talent spec ", (int)newSpec,
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" (unspent=", (int)unspentTalentPoints_[newSpec],
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", learned=", learnedTalents_[newSpec].size(), ")");
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std::string msg = "Switched to spec " + std::to_string(newSpec + 1);
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if (unspentTalentPoints_[newSpec] > 0) {
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msg += " (" + std::to_string(unspentTalentPoints_[newSpec]) + " unspent point";
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if (unspentTalentPoints_[newSpec] > 1) msg += "s";
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msg += ")";
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}
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addSystemChatMessage(msg);
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}
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// ============================================================
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// Phase 4: Group/Party
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// ============================================================
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@ -5195,6 +5290,99 @@ void GameHandler::categorizeTrainerSpells() {
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LOG_INFO("Trainer: Categorized into ", trainerTabs_.size(), " tabs");
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}
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void GameHandler::loadTalentDbc() {
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if (talentDbcLoaded_) return;
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talentDbcLoaded_ = true;
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auto* am = core::Application::getInstance().getAssetManager();
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if (!am || !am->isInitialized()) return;
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// Load Talent.dbc
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auto talentDbc = am->loadDBC("Talent.dbc");
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if (talentDbc && talentDbc->isLoaded()) {
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// Talent.dbc structure (WoW 3.3.5a):
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// 0: TalentID
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// 1: TalentTabID
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// 2: Row (tier)
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// 3: Column
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// 4-8: RankID[0-4] (spell IDs for ranks 1-5)
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// 9-11: PrereqTalent[0-2]
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// 12-14: PrereqRank[0-2]
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// (other fields less relevant for basic functionality)
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uint32_t count = talentDbc->getRecordCount();
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for (uint32_t i = 0; i < count; ++i) {
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TalentEntry entry;
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entry.talentId = talentDbc->getUInt32(i, 0);
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if (entry.talentId == 0) continue;
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entry.tabId = talentDbc->getUInt32(i, 1);
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entry.row = static_cast<uint8_t>(talentDbc->getUInt32(i, 2));
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entry.column = static_cast<uint8_t>(talentDbc->getUInt32(i, 3));
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// Rank spells (1-5 ranks)
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for (int r = 0; r < 5; ++r) {
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entry.rankSpells[r] = talentDbc->getUInt32(i, 4 + r);
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}
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// Prerequisites
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for (int p = 0; p < 3; ++p) {
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entry.prereqTalent[p] = talentDbc->getUInt32(i, 9 + p);
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entry.prereqRank[p] = static_cast<uint8_t>(talentDbc->getUInt32(i, 12 + p));
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}
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// Calculate max rank
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entry.maxRank = 0;
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for (int r = 0; r < 5; ++r) {
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if (entry.rankSpells[r] != 0) {
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entry.maxRank = r + 1;
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}
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}
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talentCache_[entry.talentId] = entry;
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}
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LOG_INFO("Loaded ", talentCache_.size(), " talents from Talent.dbc");
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} else {
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LOG_WARNING("Could not load Talent.dbc");
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}
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// Load TalentTab.dbc
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auto tabDbc = am->loadDBC("TalentTab.dbc");
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if (tabDbc && tabDbc->isLoaded()) {
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// TalentTab.dbc structure (WoW 3.3.5a):
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// 0: TalentTabID
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// 1-17: Name (16 localized strings + flags = 17 fields)
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// 18: SpellIconID
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// 19: RaceMask
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// 20: ClassMask
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// 21: PetTalentMask
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// 22: OrderIndex
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// 23-39: BackgroundFile (16 localized strings + flags = 17 fields)
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uint32_t count = tabDbc->getRecordCount();
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for (uint32_t i = 0; i < count; ++i) {
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TalentTabEntry entry;
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entry.tabId = tabDbc->getUInt32(i, 0);
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if (entry.tabId == 0) continue;
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entry.name = tabDbc->getString(i, 1);
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entry.classMask = tabDbc->getUInt32(i, 20);
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entry.orderIndex = static_cast<uint8_t>(tabDbc->getUInt32(i, 22));
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entry.backgroundFile = tabDbc->getString(i, 23);
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talentTabCache_[entry.tabId] = entry;
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// Log first few tabs to debug class mask issue
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if (talentTabCache_.size() <= 10) {
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LOG_INFO(" Tab ", entry.tabId, ": ", entry.name, " (classMask=0x", std::hex, entry.classMask, std::dec, ")");
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}
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}
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LOG_INFO("Loaded ", talentTabCache_.size(), " talent tabs from TalentTab.dbc");
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} else {
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LOG_WARNING("Could not load TalentTab.dbc");
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}
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}
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static const std::string EMPTY_STRING;
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const std::string& GameHandler::getSpellName(uint32_t spellId) const {
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@ -2728,6 +2728,65 @@ network::Packet TrainerBuySpellPacket::build(uint64_t trainerGuid, uint32_t spel
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return packet;
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}
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// ============================================================
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// Talents
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// ============================================================
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bool TalentsInfoParser::parse(network::Packet& packet, TalentsInfoData& data) {
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// WotLK 3.3.5a SMSG_TALENTS_INFO format:
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// uint8 talentSpec (0 or 1 for dual-spec)
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// uint8 unspentPoints
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// uint8 talentCount
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// for each talent:
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// uint32 talentId
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// uint8 currentRank (0-5)
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data = TalentsInfoData{};
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if (packet.getSize() - packet.getReadPos() < 3) {
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LOG_ERROR("TalentsInfoParser: packet too short");
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return false;
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}
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data.talentSpec = packet.readUInt8();
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data.unspentPoints = packet.readUInt8();
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uint8_t talentCount = packet.readUInt8();
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LOG_INFO("SMSG_TALENTS_INFO: spec=", (int)data.talentSpec,
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" unspentPoints=", (int)data.unspentPoints,
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" talentCount=", (int)talentCount);
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data.talents.reserve(talentCount);
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for (uint8_t i = 0; i < talentCount; ++i) {
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if (packet.getSize() - packet.getReadPos() < 5) {
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LOG_WARNING("TalentsInfoParser: truncated talent data at index ", (int)i);
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break;
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}
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TalentInfo talent;
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talent.talentId = packet.readUInt32();
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talent.currentRank = packet.readUInt8();
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data.talents.push_back(talent);
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LOG_INFO(" Talent: id=", talent.talentId, " rank=", (int)talent.currentRank);
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}
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return true;
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}
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network::Packet LearnTalentPacket::build(uint32_t talentId, uint32_t requestedRank) {
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network::Packet packet(static_cast<uint16_t>(Opcode::CMSG_LEARN_TALENT));
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packet.writeUInt32(talentId);
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packet.writeUInt32(requestedRank);
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return packet;
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}
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network::Packet TalentWipeConfirmPacket::build(bool accept) {
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network::Packet packet(static_cast<uint16_t>(Opcode::MSG_TALENT_WIPE_CONFIRM));
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packet.writeUInt32(accept ? 1 : 0);
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return packet;
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}
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// ============================================================
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// Death/Respawn
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// ============================================================
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@ -1,6 +1,11 @@
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#include "ui/talent_screen.hpp"
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#include "core/input.hpp"
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#include "core/application.hpp"
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#include "core/logger.hpp"
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#include "pipeline/asset_manager.hpp"
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#include "pipeline/blp_loader.hpp"
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#include <algorithm>
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#include <GL/glew.h>
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namespace wowee { namespace ui {
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@ -19,8 +24,8 @@ void TalentScreen::render(game::GameHandler& gameHandler) {
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float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
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float screenH = window ? static_cast<float>(window->getHeight()) : 720.0f;
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float winW = 400.0f;
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float winH = 450.0f;
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float winW = 600.0f; // Wider for talent grid
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float winH = 550.0f;
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float winX = (screenW - winW) * 0.5f;
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float winY = (screenH - winH) * 0.5f;
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@ -29,33 +34,7 @@ void TalentScreen::render(game::GameHandler& gameHandler) {
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bool windowOpen = open;
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if (ImGui::Begin("Talents", &windowOpen)) {
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// Placeholder tabs
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if (ImGui::BeginTabBar("TalentTabs")) {
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if (ImGui::BeginTabItem("Spec 1")) {
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ImGui::Spacing();
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ImGui::TextDisabled("Talents coming soon.");
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ImGui::Spacing();
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ImGui::TextDisabled("Talent trees will be implemented in a future update.");
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uint32_t level = gameHandler.getPlayerLevel();
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uint32_t talentPoints = (level >= 10) ? (level - 9) : 0;
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ImGui::Spacing();
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ImGui::Separator();
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ImGui::Text("Level: %u", level);
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ImGui::Text("Talent points available: %u", talentPoints);
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ImGui::EndTabItem();
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}
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if (ImGui::BeginTabItem("Spec 2")) {
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ImGui::TextDisabled("Talents coming soon.");
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ImGui::EndTabItem();
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}
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if (ImGui::BeginTabItem("Spec 3")) {
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ImGui::TextDisabled("Talents coming soon.");
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ImGui::EndTabItem();
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}
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ImGui::EndTabBar();
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}
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renderTalentTrees(gameHandler);
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}
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ImGui::End();
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}
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}
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void TalentScreen::renderTalentTrees(game::GameHandler& gameHandler) {
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auto* assetManager = core::Application::getInstance().getAssetManager();
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// Ensure talent DBCs are loaded (even if server hasn't sent SMSG_TALENTS_INFO)
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static bool dbcLoadAttempted = false;
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if (!dbcLoadAttempted) {
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dbcLoadAttempted = true;
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gameHandler.loadTalentDbc();
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loadSpellDBC(assetManager);
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loadSpellIconDBC(assetManager);
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LOG_INFO("Talent window opened, DBC load triggered");
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}
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uint8_t playerClass = gameHandler.getPlayerClass();
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LOG_INFO("Talent window: playerClass=", static_cast<int>(playerClass));
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// Active spec indicator and switcher
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uint8_t activeSpec = gameHandler.getActiveTalentSpec();
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ImGui::Text("Active Spec: %u", activeSpec + 1);
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ImGui::SameLine();
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// Spec buttons
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if (ImGui::SmallButton("Spec 1")) {
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gameHandler.switchTalentSpec(0);
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}
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ImGui::SameLine();
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if (ImGui::SmallButton("Spec 2")) {
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gameHandler.switchTalentSpec(1);
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}
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ImGui::SameLine();
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// Show unspent points for both specs
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ImGui::Text("| Unspent: Spec1=%u Spec2=%u",
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gameHandler.getUnspentTalentPoints(0),
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gameHandler.getUnspentTalentPoints(1));
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ImGui::Separator();
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// Debug info
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ImGui::Text("Player Class: %u", playerClass);
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ImGui::Text("Total Talent Tabs: %zu", gameHandler.getAllTalentTabs().size());
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ImGui::Text("Total Talents: %zu", gameHandler.getAllTalents().size());
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ImGui::Separator();
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if (playerClass == 0) {
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ImGui::TextDisabled("Class information not available.");
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LOG_WARNING("Talent window: getPlayerClass() returned 0");
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return;
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}
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// Get talent tabs for this class (class mask: 1 << (class - 1))
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uint32_t classMask = 1u << (playerClass - 1);
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LOG_INFO("Talent window: classMask=0x", std::hex, classMask, std::dec);
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// Collect talent tabs for this class, sorted by orderIndex
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std::vector<const game::GameHandler::TalentTabEntry*> classTabs;
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for (const auto& [tabId, tab] : gameHandler.getAllTalentTabs()) {
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if (tab.classMask & classMask) {
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classTabs.push_back(&tab);
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}
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}
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std::sort(classTabs.begin(), classTabs.end(),
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[](const auto* a, const auto* b) { return a->orderIndex < b->orderIndex; });
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LOG_INFO("Talent window: found ", classTabs.size(), " tabs for class mask 0x", std::hex, classMask, std::dec);
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ImGui::Text("Class Mask: 0x%X", classMask);
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ImGui::Text("Tabs for this class: %zu", classTabs.size());
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if (classTabs.empty()) {
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ImGui::TextDisabled("No talent trees available for your class.");
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ImGui::Spacing();
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ImGui::TextDisabled("Available tabs:");
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for (const auto& [tabId, tab] : gameHandler.getAllTalentTabs()) {
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ImGui::Text(" Tab %u: %s (mask: 0x%X)", tabId, tab.name.c_str(), tab.classMask);
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}
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return;
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}
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// Display points
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uint8_t unspentPoints = gameHandler.getUnspentTalentPoints();
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ImGui::Text("Unspent Points: %u", unspentPoints);
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ImGui::Separator();
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// Render tabs
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if (ImGui::BeginTabBar("TalentTabs")) {
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for (const auto* tab : classTabs) {
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if (ImGui::BeginTabItem(tab->name.c_str())) {
|
||||
renderTalentTree(gameHandler, tab->tabId);
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
}
|
||||
ImGui::EndTabBar();
|
||||
}
|
||||
}
|
||||
|
||||
void TalentScreen::renderTalentTree(game::GameHandler& gameHandler, uint32_t tabId) {
|
||||
// Collect all talents for this tab
|
||||
std::vector<const game::GameHandler::TalentEntry*> talents;
|
||||
for (const auto& [talentId, talent] : gameHandler.getAllTalents()) {
|
||||
if (talent.tabId == tabId) {
|
||||
talents.push_back(&talent);
|
||||
}
|
||||
}
|
||||
|
||||
if (talents.empty()) {
|
||||
ImGui::TextDisabled("No talents in this tree.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Find grid dimensions
|
||||
uint8_t maxRow = 0, maxCol = 0;
|
||||
for (const auto* talent : talents) {
|
||||
maxRow = std::max(maxRow, talent->row);
|
||||
maxCol = std::max(maxCol, talent->column);
|
||||
}
|
||||
|
||||
const float iconSize = 40.0f;
|
||||
|
||||
ImGui::BeginChild("TalentGrid", ImVec2(0, 0), false);
|
||||
|
||||
// Render grid
|
||||
for (uint8_t row = 0; row <= maxRow; ++row) {
|
||||
// Row label
|
||||
ImGui::Text("Tier %u", row);
|
||||
ImGui::SameLine(80);
|
||||
|
||||
for (uint8_t col = 0; col <= maxCol; ++col) {
|
||||
// Find talent at this position
|
||||
const game::GameHandler::TalentEntry* talent = nullptr;
|
||||
for (const auto* t : talents) {
|
||||
if (t->row == row && t->column == col) {
|
||||
talent = t;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (col > 0) ImGui::SameLine();
|
||||
|
||||
if (talent) {
|
||||
renderTalent(gameHandler, *talent);
|
||||
} else {
|
||||
// Empty slot
|
||||
ImGui::InvisibleButton(("empty_" + std::to_string(row) + "_" + std::to_string(col)).c_str(),
|
||||
ImVec2(iconSize, iconSize));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::EndChild();
|
||||
}
|
||||
|
||||
void TalentScreen::renderTalent(game::GameHandler& gameHandler,
|
||||
const game::GameHandler::TalentEntry& talent) {
|
||||
auto* assetManager = core::Application::getInstance().getAssetManager();
|
||||
|
||||
uint8_t currentRank = gameHandler.getTalentRank(talent.talentId);
|
||||
uint8_t nextRank = currentRank + 1;
|
||||
|
||||
// Check if can learn
|
||||
bool canLearn = currentRank < talent.maxRank &&
|
||||
gameHandler.getUnspentTalentPoints() > 0;
|
||||
|
||||
// Check prerequisites
|
||||
bool prereqsMet = true;
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
if (talent.prereqTalent[i] != 0) {
|
||||
uint8_t prereqRank = gameHandler.getTalentRank(talent.prereqTalent[i]);
|
||||
if (prereqRank < talent.prereqRank[i]) {
|
||||
prereqsMet = false;
|
||||
canLearn = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check tier requirement (need 5 points in previous tier)
|
||||
if (talent.row > 0) {
|
||||
// Count points spent in this tree
|
||||
uint32_t pointsInTree = 0;
|
||||
for (const auto& [tid, rank] : gameHandler.getLearnedTalents()) {
|
||||
const auto* t = gameHandler.getTalentEntry(tid);
|
||||
if (t && t->tabId == talent.tabId) {
|
||||
pointsInTree += rank;
|
||||
}
|
||||
}
|
||||
|
||||
uint32_t requiredPoints = talent.row * 5;
|
||||
if (pointsInTree < requiredPoints) {
|
||||
canLearn = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Determine state color and tint
|
||||
ImVec4 borderColor;
|
||||
ImVec4 tint;
|
||||
if (currentRank == talent.maxRank) {
|
||||
borderColor = ImVec4(0.3f, 0.9f, 0.3f, 1.0f); // Green border (maxed)
|
||||
tint = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // Full color
|
||||
} else if (currentRank > 0) {
|
||||
borderColor = ImVec4(1.0f, 0.9f, 0.3f, 1.0f); // Yellow border (partial)
|
||||
tint = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // Full color
|
||||
} else if (canLearn && prereqsMet) {
|
||||
borderColor = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // White border (available)
|
||||
tint = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // Full color
|
||||
} else {
|
||||
borderColor = ImVec4(0.5f, 0.5f, 0.5f, 1.0f); // Gray border (locked)
|
||||
tint = ImVec4(0.5f, 0.5f, 0.5f, 1.0f); // Desaturated
|
||||
}
|
||||
|
||||
const float iconSize = 40.0f;
|
||||
ImGui::PushID(static_cast<int>(talent.talentId));
|
||||
|
||||
// Get spell icon
|
||||
uint32_t spellId = talent.rankSpells[0];
|
||||
GLuint iconTex = 0;
|
||||
if (spellId != 0) {
|
||||
auto it = spellIconIds.find(spellId);
|
||||
if (it != spellIconIds.end()) {
|
||||
iconTex = getSpellIcon(it->second, assetManager);
|
||||
}
|
||||
}
|
||||
|
||||
// Use InvisibleButton for click handling
|
||||
bool clicked = ImGui::InvisibleButton("##talent", ImVec2(iconSize, iconSize));
|
||||
bool hovered = ImGui::IsItemHovered();
|
||||
|
||||
// Draw icon and border
|
||||
ImVec2 pMin = ImGui::GetItemRectMin();
|
||||
ImVec2 pMax = ImGui::GetItemRectMax();
|
||||
auto* drawList = ImGui::GetWindowDrawList();
|
||||
|
||||
// Border
|
||||
float borderThickness = hovered ? 3.0f : 2.0f;
|
||||
ImU32 borderCol = IM_COL32(borderColor.x * 255, borderColor.y * 255, borderColor.z * 255, 255);
|
||||
drawList->AddRect(pMin, pMax, borderCol, 0.0f, 0, borderThickness);
|
||||
|
||||
// Icon or colored background
|
||||
if (iconTex) {
|
||||
ImU32 tintCol = IM_COL32(tint.x * 255, tint.y * 255, tint.z * 255, tint.w * 255);
|
||||
drawList->AddImage((ImTextureID)(uintptr_t)iconTex,
|
||||
ImVec2(pMin.x + 2, pMin.y + 2),
|
||||
ImVec2(pMax.x - 2, pMax.y - 2),
|
||||
ImVec2(0, 0), ImVec2(1, 1), tintCol);
|
||||
} else {
|
||||
ImU32 bgCol = IM_COL32(borderColor.x * 80, borderColor.y * 80, borderColor.z * 80, 255);
|
||||
drawList->AddRectFilled(ImVec2(pMin.x + 2, pMin.y + 2),
|
||||
ImVec2(pMax.x - 2, pMax.y - 2), bgCol);
|
||||
}
|
||||
|
||||
// Rank indicator overlay
|
||||
if (talent.maxRank > 1) {
|
||||
ImVec2 pMin = ImGui::GetItemRectMin();
|
||||
ImVec2 pMax = ImGui::GetItemRectMax();
|
||||
auto* drawList = ImGui::GetWindowDrawList();
|
||||
|
||||
char rankText[16];
|
||||
snprintf(rankText, sizeof(rankText), "%u/%u", currentRank, talent.maxRank);
|
||||
|
||||
ImVec2 textSize = ImGui::CalcTextSize(rankText);
|
||||
ImVec2 textPos(pMax.x - textSize.x - 2, pMax.y - textSize.y - 2);
|
||||
|
||||
// Shadow
|
||||
drawList->AddText(ImVec2(textPos.x + 1, textPos.y + 1), IM_COL32(0, 0, 0, 255), rankText);
|
||||
// Text
|
||||
ImU32 rankCol = currentRank == talent.maxRank ? IM_COL32(0, 255, 0, 255) :
|
||||
currentRank > 0 ? IM_COL32(255, 255, 0, 255) :
|
||||
IM_COL32(255, 255, 255, 255);
|
||||
drawList->AddText(textPos, rankCol, rankText);
|
||||
}
|
||||
|
||||
// Enhanced tooltip
|
||||
if (hovered) {
|
||||
ImGui::BeginTooltip();
|
||||
|
||||
// Spell name
|
||||
const std::string& spellName = gameHandler.getSpellName(spellId);
|
||||
if (!spellName.empty()) {
|
||||
ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.3f, 1.0f), "%s", spellName.c_str());
|
||||
} else {
|
||||
ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.3f, 1.0f), "Talent #%u", talent.talentId);
|
||||
}
|
||||
|
||||
// Rank
|
||||
ImGui::TextColored(borderColor, "Rank %u/%u", currentRank, talent.maxRank);
|
||||
|
||||
// Current rank description
|
||||
if (currentRank > 0 && talent.rankSpells[currentRank - 1] != 0) {
|
||||
auto tooltipIt = spellTooltips.find(talent.rankSpells[currentRank - 1]);
|
||||
if (tooltipIt != spellTooltips.end() && !tooltipIt->second.empty()) {
|
||||
ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + 300.0f);
|
||||
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Current:");
|
||||
ImGui::TextWrapped("%s", tooltipIt->second.c_str());
|
||||
ImGui::PopTextWrapPos();
|
||||
}
|
||||
}
|
||||
|
||||
// Next rank description
|
||||
if (currentRank < talent.maxRank && talent.rankSpells[currentRank] != 0) {
|
||||
auto tooltipIt = spellTooltips.find(talent.rankSpells[currentRank]);
|
||||
if (tooltipIt != spellTooltips.end() && !tooltipIt->second.empty()) {
|
||||
ImGui::Spacing();
|
||||
ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + 300.0f);
|
||||
ImGui::TextColored(ImVec4(0.3f, 1.0f, 0.3f, 1.0f), "Next Rank:");
|
||||
ImGui::TextWrapped("%s", tooltipIt->second.c_str());
|
||||
ImGui::PopTextWrapPos();
|
||||
}
|
||||
}
|
||||
|
||||
// Prerequisites
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
if (talent.prereqTalent[i] != 0) {
|
||||
const auto* prereq = gameHandler.getTalentEntry(talent.prereqTalent[i]);
|
||||
if (prereq && prereq->rankSpells[0] != 0) {
|
||||
uint8_t prereqCurrentRank = gameHandler.getTalentRank(talent.prereqTalent[i]);
|
||||
bool met = prereqCurrentRank >= talent.prereqRank[i];
|
||||
ImVec4 prereqColor = met ? ImVec4(0.3f, 0.9f, 0.3f, 1.0f) : ImVec4(1.0f, 0.3f, 0.3f, 1.0f);
|
||||
|
||||
const std::string& prereqName = gameHandler.getSpellName(prereq->rankSpells[0]);
|
||||
ImGui::Spacing();
|
||||
ImGui::TextColored(prereqColor, "Requires %u point%s in %s",
|
||||
talent.prereqRank[i],
|
||||
talent.prereqRank[i] > 1 ? "s" : "",
|
||||
prereqName.empty() ? "prerequisite" : prereqName.c_str());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Tier requirement
|
||||
if (talent.row > 0 && currentRank == 0) {
|
||||
uint32_t pointsInTree = 0;
|
||||
for (const auto& [tid, rank] : gameHandler.getLearnedTalents()) {
|
||||
const auto* t = gameHandler.getTalentEntry(tid);
|
||||
if (t && t->tabId == talent.tabId) {
|
||||
pointsInTree += rank;
|
||||
}
|
||||
}
|
||||
uint32_t requiredPoints = talent.row * 5;
|
||||
if (pointsInTree < requiredPoints) {
|
||||
ImGui::Spacing();
|
||||
ImGui::TextColored(ImVec4(1.0f, 0.3f, 0.3f, 1.0f),
|
||||
"Requires %u points in this tree (%u/%u)",
|
||||
requiredPoints, pointsInTree, requiredPoints);
|
||||
}
|
||||
}
|
||||
|
||||
// Action hint
|
||||
if (canLearn && prereqsMet) {
|
||||
ImGui::Spacing();
|
||||
ImGui::TextColored(ImVec4(0.3f, 1.0f, 0.3f, 1.0f), "Click to learn");
|
||||
} else if (currentRank >= talent.maxRank) {
|
||||
ImGui::Spacing();
|
||||
ImGui::TextColored(ImVec4(0.3f, 0.9f, 0.3f, 1.0f), "Maxed");
|
||||
}
|
||||
|
||||
ImGui::EndTooltip();
|
||||
}
|
||||
|
||||
// Handle click
|
||||
if (clicked) {
|
||||
LOG_INFO("Talent clicked: id=", talent.talentId, " canLearn=", canLearn, " prereqsMet=", prereqsMet,
|
||||
" currentRank=", static_cast<int>(currentRank), " maxRank=", static_cast<int>(talent.maxRank),
|
||||
" unspent=", static_cast<int>(gameHandler.getUnspentTalentPoints()));
|
||||
|
||||
if (canLearn && prereqsMet) {
|
||||
LOG_INFO("Sending CMSG_LEARN_TALENT for talent ", talent.talentId, " rank ", static_cast<int>(nextRank));
|
||||
gameHandler.learnTalent(talent.talentId, nextRank);
|
||||
} else {
|
||||
if (!canLearn) LOG_WARNING("Cannot learn: canLearn=false");
|
||||
if (!prereqsMet) LOG_WARNING("Cannot learn: prereqsMet=false");
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::PopID();
|
||||
}
|
||||
|
||||
void TalentScreen::loadSpellDBC(pipeline::AssetManager* assetManager) {
|
||||
if (spellDbcLoaded) return;
|
||||
spellDbcLoaded = true;
|
||||
|
||||
if (!assetManager || !assetManager->isInitialized()) return;
|
||||
|
||||
auto dbc = assetManager->loadDBC("Spell.dbc");
|
||||
if (!dbc || !dbc->isLoaded()) {
|
||||
LOG_WARNING("Talent screen: Could not load Spell.dbc");
|
||||
return;
|
||||
}
|
||||
|
||||
// WoW 3.3.5a Spell.dbc fields: 0=SpellID, 133=SpellIconID, 136=SpellName_enUS, 139=Tooltip_enUS
|
||||
uint32_t count = dbc->getRecordCount();
|
||||
for (uint32_t i = 0; i < count; ++i) {
|
||||
uint32_t spellId = dbc->getUInt32(i, 0);
|
||||
if (spellId == 0) continue;
|
||||
|
||||
uint32_t iconId = dbc->getUInt32(i, 133);
|
||||
spellIconIds[spellId] = iconId;
|
||||
|
||||
std::string tooltip = dbc->getString(i, 139);
|
||||
if (!tooltip.empty()) {
|
||||
spellTooltips[spellId] = tooltip;
|
||||
}
|
||||
}
|
||||
|
||||
LOG_INFO("Talent screen: Loaded ", spellIconIds.size(), " spell icons from Spell.dbc");
|
||||
}
|
||||
|
||||
void TalentScreen::loadSpellIconDBC(pipeline::AssetManager* assetManager) {
|
||||
if (iconDbcLoaded) return;
|
||||
iconDbcLoaded = true;
|
||||
|
||||
if (!assetManager || !assetManager->isInitialized()) return;
|
||||
|
||||
auto dbc = assetManager->loadDBC("SpellIcon.dbc");
|
||||
if (!dbc || !dbc->isLoaded()) {
|
||||
LOG_WARNING("Talent screen: Could not load SpellIcon.dbc");
|
||||
return;
|
||||
}
|
||||
|
||||
for (uint32_t i = 0; i < dbc->getRecordCount(); i++) {
|
||||
uint32_t id = dbc->getUInt32(i, 0);
|
||||
std::string path = dbc->getString(i, 1);
|
||||
if (!path.empty() && id > 0) {
|
||||
spellIconPaths[id] = path;
|
||||
}
|
||||
}
|
||||
|
||||
LOG_INFO("Talent screen: Loaded ", spellIconPaths.size(), " spell icon paths from SpellIcon.dbc");
|
||||
}
|
||||
|
||||
GLuint TalentScreen::getSpellIcon(uint32_t iconId, pipeline::AssetManager* assetManager) {
|
||||
if (iconId == 0 || !assetManager) return 0;
|
||||
|
||||
// Check cache
|
||||
auto cit = spellIconCache.find(iconId);
|
||||
if (cit != spellIconCache.end()) return cit->second;
|
||||
|
||||
// Look up icon path
|
||||
auto pit = spellIconPaths.find(iconId);
|
||||
if (pit == spellIconPaths.end()) {
|
||||
spellIconCache[iconId] = 0;
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Load BLP file
|
||||
std::string iconPath = pit->second + ".blp";
|
||||
auto blpData = assetManager->readFile(iconPath);
|
||||
if (blpData.empty()) {
|
||||
spellIconCache[iconId] = 0;
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Decode BLP
|
||||
auto image = pipeline::BLPLoader::load(blpData);
|
||||
if (!image.isValid()) {
|
||||
spellIconCache[iconId] = 0;
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Create OpenGL texture
|
||||
GLuint texId = 0;
|
||||
glGenTextures(1, &texId);
|
||||
glBindTexture(GL_TEXTURE_2D, texId);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.width, image.height, 0,
|
||||
GL_RGBA, GL_UNSIGNED_BYTE, image.data.data());
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
spellIconCache[iconId] = texId;
|
||||
return texId;
|
||||
}
|
||||
|
||||
}} // namespace wowee::ui
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue