mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-05-03 08:03:50 +00:00
Fix trainer buy spell and add specialization tabs
Fix SMSG_BINDPOINTUPDATE opcode from 0x1B3 to 0x155 — the old value collided with SMSG_TRAINER_BUY_SUCCEEDED, causing buy responses to be misinterpreted as bindpoint updates. Add specialization tabs using SkillLineAbility.dbc to group spells by class spec (category 7).
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64a19657a7
commit
f15dba80ba
4 changed files with 174 additions and 42 deletions
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@ -654,6 +654,17 @@ void GameHandler::handlePacket(network::Packet& packet) {
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case Opcode::SMSG_TRAINER_LIST:
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handleTrainerList(packet);
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break;
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case Opcode::SMSG_TRAINER_BUY_SUCCEEDED: {
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uint64_t guid = packet.readUInt64();
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uint32_t spellId = packet.readUInt32();
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(void)guid;
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const std::string& name = getSpellName(spellId);
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if (!name.empty())
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addSystemChatMessage("You have learned " + name + ".");
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else
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addSystemChatMessage("Spell learned.");
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break;
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}
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// Silently ignore common packets we don't handle yet
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case Opcode::SMSG_FEATURE_SYSTEM_STATUS:
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@ -4562,8 +4573,11 @@ void GameHandler::handleTrainerList(network::Packet& packet) {
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trainerWindowOpen_ = true;
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gossipWindowOpen = false;
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// Ensure spell name cache is populated
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// Ensure caches are populated
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loadSpellNameCache();
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loadSkillLineDbc();
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loadSkillLineAbilityDbc();
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categorizeTrainerSpells();
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}
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void GameHandler::trainSpell(uint32_t spellId) {
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@ -4575,6 +4589,7 @@ void GameHandler::trainSpell(uint32_t spellId) {
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void GameHandler::closeTrainer() {
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trainerWindowOpen_ = false;
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currentTrainerList_ = TrainerListData{};
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trainerTabs_.clear();
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}
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void GameHandler::loadSpellNameCache() {
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@ -4609,6 +4624,78 @@ void GameHandler::loadSpellNameCache() {
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LOG_INFO("Trainer: Loaded ", spellNameCache_.size(), " spell names from Spell.dbc");
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}
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void GameHandler::loadSkillLineAbilityDbc() {
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if (skillLineAbilityLoaded_) return;
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skillLineAbilityLoaded_ = true;
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auto* am = core::Application::getInstance().getAssetManager();
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if (!am || !am->isInitialized()) return;
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// SkillLineAbility.dbc: field 1=skillLineID, field 2=spellID
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auto slaDbc = am->loadDBC("SkillLineAbility.dbc");
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if (slaDbc && slaDbc->isLoaded()) {
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for (uint32_t i = 0; i < slaDbc->getRecordCount(); i++) {
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uint32_t skillLineId = slaDbc->getUInt32(i, 1);
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uint32_t spellId = slaDbc->getUInt32(i, 2);
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if (spellId > 0 && skillLineId > 0) {
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spellToSkillLine_[spellId] = skillLineId;
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}
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}
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LOG_INFO("Trainer: Loaded ", spellToSkillLine_.size(), " skill line abilities");
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}
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}
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void GameHandler::categorizeTrainerSpells() {
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trainerTabs_.clear();
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static constexpr uint32_t SKILLLINE_CATEGORY_CLASS = 7;
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// Group spells by skill line (category 7 = class spec tabs)
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std::map<uint32_t, std::vector<const TrainerSpell*>> specialtySpells;
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std::vector<const TrainerSpell*> generalSpells;
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for (const auto& spell : currentTrainerList_.spells) {
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auto slIt = spellToSkillLine_.find(spell.spellId);
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if (slIt != spellToSkillLine_.end()) {
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uint32_t skillLineId = slIt->second;
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auto catIt = skillLineCategories_.find(skillLineId);
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if (catIt != skillLineCategories_.end() && catIt->second == SKILLLINE_CATEGORY_CLASS) {
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specialtySpells[skillLineId].push_back(&spell);
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continue;
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}
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}
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generalSpells.push_back(&spell);
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}
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// Sort by spell name within each group
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auto byName = [this](const TrainerSpell* a, const TrainerSpell* b) {
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return getSpellName(a->spellId) < getSpellName(b->spellId);
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};
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// Build named tabs sorted alphabetically
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std::vector<std::pair<std::string, std::vector<const TrainerSpell*>>> named;
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for (auto& [skillLineId, spells] : specialtySpells) {
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auto nameIt = skillLineNames_.find(skillLineId);
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std::string tabName = (nameIt != skillLineNames_.end()) ? nameIt->second : "Specialty";
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std::sort(spells.begin(), spells.end(), byName);
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named.push_back({std::move(tabName), std::move(spells)});
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}
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std::sort(named.begin(), named.end(),
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[](const auto& a, const auto& b) { return a.first < b.first; });
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for (auto& [name, spells] : named) {
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trainerTabs_.push_back({std::move(name), std::move(spells)});
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}
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// General tab last
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if (!generalSpells.empty()) {
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std::sort(generalSpells.begin(), generalSpells.end(), byName);
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trainerTabs_.push_back({"General", std::move(generalSpells)});
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}
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LOG_INFO("Trainer: Categorized into ", trainerTabs_.size(), " tabs");
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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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@ -4621,6 +4708,13 @@ const std::string& GameHandler::getSpellRank(uint32_t spellId) const {
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return (it != spellNameCache_.end()) ? it->second.rank : EMPTY_STRING;
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}
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const std::string& GameHandler::getSkillLineName(uint32_t spellId) const {
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auto slIt = spellToSkillLine_.find(spellId);
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if (slIt == spellToSkillLine_.end()) return EMPTY_STRING;
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auto nameIt = skillLineNames_.find(slIt->second);
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return (nameIt != skillLineNames_.end()) ? nameIt->second : EMPTY_STRING;
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}
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// ============================================================
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// Single-player local combat
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// ============================================================
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@ -3569,25 +3569,18 @@ void GameScreen::renderTrainerWindow(game::GameHandler& gameHandler) {
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return std::find(knownSpells.begin(), knownSpells.end(), id) != knownSpells.end();
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};
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if (ImGui::BeginTable("TrainerTable", 4,
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ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_ScrollY)) {
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ImGui::TableSetupColumn("Spell", ImGuiTableColumnFlags_WidthStretch);
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ImGui::TableSetupColumn("Level", ImGuiTableColumnFlags_WidthFixed, 40.0f);
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ImGui::TableSetupColumn("Cost", ImGuiTableColumnFlags_WidthFixed, 120.0f);
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ImGui::TableSetupColumn("##action", ImGuiTableColumnFlags_WidthFixed, 55.0f);
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ImGui::TableHeadersRow();
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for (const auto& spell : trainer.spells) {
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// Renders spell rows into the current table
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auto renderSpellRows = [&](const std::vector<const game::TrainerSpell*>& spells) {
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for (const auto* spell : spells) {
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ImGui::TableNextRow();
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ImGui::PushID(static_cast<int>(spell.spellId));
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ImGui::PushID(static_cast<int>(spell->spellId));
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// State color: 0=known(green), 1=available(white), 2=unavailable(gray)
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ImVec4 color;
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const char* statusLabel;
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if (spell.state == 0 || isKnown(spell.spellId)) {
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if (spell->state == 0 || isKnown(spell->spellId)) {
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color = ImVec4(0.3f, 0.9f, 0.3f, 1.0f);
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statusLabel = "Known";
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} else if (spell.state == 1) {
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} else if (spell->state == 1) {
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color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
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statusLabel = "Available";
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} else {
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@ -3597,19 +3590,17 @@ void GameScreen::renderTrainerWindow(game::GameHandler& gameHandler) {
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// Spell name
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ImGui::TableSetColumnIndex(0);
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const std::string& name = gameHandler.getSpellName(spell.spellId);
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const std::string& rank = gameHandler.getSpellRank(spell.spellId);
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const std::string& name = gameHandler.getSpellName(spell->spellId);
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const std::string& rank = gameHandler.getSpellRank(spell->spellId);
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if (!name.empty()) {
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if (!rank.empty()) {
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if (!rank.empty())
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ImGui::TextColored(color, "%s (%s)", name.c_str(), rank.c_str());
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} else {
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else
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ImGui::TextColored(color, "%s", name.c_str());
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}
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} else {
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ImGui::TextColored(color, "Spell #%u", spell.spellId);
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ImGui::TextColored(color, "Spell #%u", spell->spellId);
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}
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// Tooltip
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if (ImGui::IsItemHovered()) {
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ImGui::BeginTooltip();
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if (!name.empty()) {
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@ -3617,27 +3608,27 @@ void GameScreen::renderTrainerWindow(game::GameHandler& gameHandler) {
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if (!rank.empty()) ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "%s", rank.c_str());
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}
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ImGui::Text("Status: %s", statusLabel);
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if (spell.reqLevel > 0) ImGui::Text("Required Level: %u", spell.reqLevel);
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if (spell.reqSkill > 0) ImGui::Text("Required Skill: %u (value %u)", spell.reqSkill, spell.reqSkillValue);
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if (spell.chainNode1 > 0) {
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const std::string& prereq = gameHandler.getSpellName(spell.chainNode1);
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if (spell->reqLevel > 0) ImGui::Text("Required Level: %u", spell->reqLevel);
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if (spell->reqSkill > 0) ImGui::Text("Required Skill: %u (value %u)", spell->reqSkill, spell->reqSkillValue);
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if (spell->chainNode1 > 0) {
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const std::string& prereq = gameHandler.getSpellName(spell->chainNode1);
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if (!prereq.empty()) ImGui::Text("Requires: %s", prereq.c_str());
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else ImGui::Text("Requires: Spell #%u", spell.chainNode1);
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else ImGui::Text("Requires: Spell #%u", spell->chainNode1);
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}
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ImGui::EndTooltip();
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}
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// Level
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ImGui::TableSetColumnIndex(1);
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ImGui::TextColored(color, "%u", spell.reqLevel);
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ImGui::TextColored(color, "%u", spell->reqLevel);
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// Cost
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ImGui::TableSetColumnIndex(2);
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if (spell.spellCost > 0) {
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uint32_t g = spell.spellCost / 10000;
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uint32_t s = (spell.spellCost / 100) % 100;
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uint32_t c = spell.spellCost % 100;
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bool canAfford = money >= spell.spellCost;
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if (spell->spellCost > 0) {
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uint32_t g = spell->spellCost / 10000;
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uint32_t s = (spell->spellCost / 100) % 100;
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uint32_t c = spell->spellCost % 100;
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bool canAfford = money >= spell->spellCost;
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ImVec4 costColor = canAfford ? color : ImVec4(1.0f, 0.3f, 0.3f, 1.0f);
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ImGui::TextColored(costColor, "%ug %us %uc", g, s, c);
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} else {
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@ -3646,21 +3637,55 @@ void GameScreen::renderTrainerWindow(game::GameHandler& gameHandler) {
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// Train button
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ImGui::TableSetColumnIndex(3);
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bool canTrain = (spell.state == 1) && (money >= spell.spellCost);
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if (!canTrain) {
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ImGui::BeginDisabled();
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}
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bool canTrain = (spell->state == 1) && (money >= spell->spellCost);
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if (!canTrain) ImGui::BeginDisabled();
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if (ImGui::SmallButton("Train")) {
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gameHandler.trainSpell(spell.spellId);
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}
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if (!canTrain) {
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ImGui::EndDisabled();
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gameHandler.trainSpell(spell->spellId);
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}
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if (!canTrain) ImGui::EndDisabled();
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ImGui::PopID();
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}
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};
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ImGui::EndTable();
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auto renderSpellTable = [&](const char* tableId, const std::vector<const game::TrainerSpell*>& spells) {
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if (ImGui::BeginTable(tableId, 4,
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ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_ScrollY)) {
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ImGui::TableSetupColumn("Spell", ImGuiTableColumnFlags_WidthStretch);
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ImGui::TableSetupColumn("Level", ImGuiTableColumnFlags_WidthFixed, 40.0f);
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ImGui::TableSetupColumn("Cost", ImGuiTableColumnFlags_WidthFixed, 120.0f);
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ImGui::TableSetupColumn("##action", ImGuiTableColumnFlags_WidthFixed, 55.0f);
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ImGui::TableHeadersRow();
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renderSpellRows(spells);
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ImGui::EndTable();
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}
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};
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const auto& tabs = gameHandler.getTrainerTabs();
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if (tabs.size() > 1) {
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// Multiple tabs - show tab bar
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if (ImGui::BeginTabBar("TrainerTabs")) {
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for (size_t i = 0; i < tabs.size(); i++) {
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char tabLabel[64];
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snprintf(tabLabel, sizeof(tabLabel), "%s (%zu)",
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tabs[i].name.c_str(), tabs[i].spells.size());
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if (ImGui::BeginTabItem(tabLabel)) {
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char tableId[32];
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snprintf(tableId, sizeof(tableId), "TT%zu", i);
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renderSpellTable(tableId, tabs[i].spells);
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ImGui::EndTabItem();
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}
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}
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ImGui::EndTabBar();
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}
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} else {
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// Single tab or no categorization - flat list
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std::vector<const game::TrainerSpell*> allSpells;
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for (const auto& spell : trainer.spells) {
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allSpells.push_back(&spell);
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}
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renderSpellTable("TrainerTable", allSpells);
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}
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}
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}
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