gameplay: fix talent reset and ignore list population on login

- SMSG_IGNORE_LIST was silently consumed; now parses guid+name pairs to
  populate ignoreCache so /unignore works correctly for pre-existing
  ignores loaded at login.

- MSG_TALENT_WIPE_CONFIRM was discarded without responding; now parses
  the NPC GUID and cost, shows a confirm dialog, and sends the required
  response packet when the player confirms. Without this, talent reset
  via Talent Master NPC was completely broken.
This commit is contained in:
Kelsi 2026-03-10 12:53:05 -07:00
parent 9291637977
commit ea291179dd
4 changed files with 130 additions and 6 deletions

View file

@ -835,6 +835,10 @@ public:
bool showDeathDialog() const { return playerDead_ && !releasedSpirit_; }
bool showResurrectDialog() const { return resurrectRequestPending_; }
const std::string& getResurrectCasterName() const { return resurrectCasterName_; }
bool showTalentWipeConfirmDialog() const { return talentWipePending_; }
uint32_t getTalentWipeCost() const { return talentWipeCost_; }
void confirmTalentWipe();
void cancelTalentWipe() { talentWipePending_ = false; }
/** True when ghost is within 40 yards of corpse position (same map). */
bool canReclaimCorpse() const;
/** Send CMSG_RECLAIM_CORPSE; noop if not a ghost or not near corpse. */
@ -2326,6 +2330,10 @@ private:
uint64_t pendingSpiritHealerGuid_ = 0;
bool resurrectPending_ = false;
bool resurrectRequestPending_ = false;
// ---- Talent wipe confirm dialog ----
bool talentWipePending_ = false;
uint64_t talentWipeNpcGuid_ = 0;
uint32_t talentWipeCost_ = 0;
bool resurrectIsSpiritHealer_ = false; // true = SMSG_SPIRIT_HEALER_CONFIRM, false = SMSG_RESURRECT_REQUEST
uint64_t resurrectCasterGuid_ = 0;
std::string resurrectCasterName_;

View file

@ -232,6 +232,7 @@ private:
void renderDeathScreen(game::GameHandler& gameHandler);
void renderReclaimCorpseButton(game::GameHandler& gameHandler);
void renderResurrectDialog(game::GameHandler& gameHandler);
void renderTalentWipeConfirmDialog(game::GameHandler& gameHandler);
void renderEscapeMenu();
void renderSettingsWindow();
void renderQuestMarkers(game::GameHandler& gameHandler);