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Remove single-player mode to focus on multiplayer
Removed all single-player/offline mode functionality: - Removed ~2,200 lines of SQLite database code - Removed 11 public SP methods from GameHandler - Removed SP member variables and state flags - Removed SP UI elements (auth screen button, game settings) - Removed SQLite3 build dependency - Deleted docs/single-player.md - Updated documentation (README, FEATURES, CHANGELOG) Files modified: - src/game/game_handler.cpp: 2,852 lines (down from 4,921) - include/game/game_handler.hpp: Removed SP API - src/core/application.cpp/hpp: Removed startSinglePlayer() - src/ui/*: Removed SP UI logic - CMakeLists.txt: Removed SQLite3 All online multiplayer features preserved and tested.
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15 changed files with 4959 additions and 3536 deletions
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@ -56,16 +56,11 @@ public:
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// Singleton access
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static Application& getInstance() { return *instance; }
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// Single-player mode
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void startSinglePlayer();
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bool isSinglePlayer() const { return singlePlayerMode; }
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void logoutToLogin();
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// Weapon loading (called at spawn and on equipment change)
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void loadEquippedWeapons();
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// Teleport to a spawn preset location (single-player only)
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void teleportTo(int presetIndex);
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// Logout to login screen
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void logoutToLogin();
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// Render bounds lookup (for click targeting / selection)
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bool getRenderBoundsForGuid(uint64_t guid, glm::vec3& outCenter, float& outRadius) const;
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@ -104,20 +99,11 @@ private:
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AppState state = AppState::AUTHENTICATION;
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bool running = false;
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bool singlePlayerMode = false;
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bool playerCharacterSpawned = false;
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bool npcsSpawned = false;
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bool spawnSnapToGround = true;
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float lastFrameTime = 0.0f;
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float movementHeartbeatTimer = 0.0f;
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game::Race spRace_ = game::Race::HUMAN;
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game::Gender spGender_ = game::Gender::MALE;
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game::Class spClass_ = game::Class::WARRIOR;
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uint32_t spMapId_ = 0;
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uint32_t spZoneId_ = 0;
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glm::vec3 spSpawnCanonical_ = glm::vec3(62.0f, -9464.0f, 200.0f);
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float spYawDeg_ = 0.0f;
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float spPitchDeg_ = -5.0f;
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// Weapon model ID counter (starting high to avoid collision with character model IDs)
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uint32_t nextWeaponModelId_ = 1000;
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