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Load SchoolMask (TBC/WotLK bitmask) or SchoolEnum (Classic/Turtle 0-6 enum, converted to mask via 1<<N) from Spell.dbc into SpellInfo. renderSpellTooltip now shows the spell school name (Holy/Fire/Nature/ Frost/Shadow/Arcane) in the appropriate school color between the spell rank and resource cost. Physical school is suppressed as it is the implied default. Multi-school spells display both names separated by /. WotLK DBC fallback path uses field 225 for SchoolMask.
97 lines
3.4 KiB
C++
97 lines
3.4 KiB
C++
#pragma once
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#include "game/game_handler.hpp"
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#include <vulkan/vulkan.h>
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#include <imgui.h>
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#include <string>
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#include <vector>
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#include <map>
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#include <unordered_map>
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namespace wowee {
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namespace pipeline { class AssetManager; }
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namespace ui {
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struct SpellInfo {
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uint32_t spellId = 0;
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std::string name;
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std::string rank;
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std::string description; // Tooltip/description text from Spell.dbc
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uint32_t iconId = 0; // SpellIconID
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uint32_t attributes = 0; // Spell attributes (field 4)
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uint32_t castTimeMs = 0; // Cast time in ms (0 = instant)
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uint32_t manaCost = 0; // Mana cost
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uint32_t powerType = 0; // 0=mana, 1=rage, 2=focus, 3=energy
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uint32_t rangeIndex = 0; // Range index from SpellRange.dbc
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uint32_t schoolMask = 0; // School bitmask (1=phys,2=holy,4=fire,8=nature,16=frost,32=shadow,64=arcane)
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bool isPassive() const { return (attributes & 0x40) != 0; }
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};
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struct SpellTabInfo {
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std::string name;
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std::vector<const SpellInfo*> spells;
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};
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class SpellbookScreen {
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public:
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void render(game::GameHandler& gameHandler, pipeline::AssetManager* assetManager);
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bool isOpen() const { return open; }
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void toggle() { open = !open; }
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void setOpen(bool o) { open = o; }
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// Spell name lookup — triggers DBC load if needed, used by action bar tooltips
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std::string lookupSpellName(uint32_t spellId, pipeline::AssetManager* assetManager);
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// Drag-and-drop state for action bar assignment
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bool isDraggingSpell() const { return draggingSpell_; }
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uint32_t getDragSpellId() const { return dragSpellId_; }
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void consumeDragSpell() { draggingSpell_ = false; dragSpellId_ = 0; dragSpellIconTex_ = VK_NULL_HANDLE; }
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private:
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bool open = false;
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bool pKeyWasDown = false;
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// Spell data (loaded from Spell.dbc)
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bool dbcLoaded = false;
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bool dbcLoadAttempted = false;
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std::unordered_map<uint32_t, SpellInfo> spellData;
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// Icon data (loaded from SpellIcon.dbc)
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bool iconDbLoaded = false;
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std::unordered_map<uint32_t, std::string> spellIconPaths; // SpellIconID -> path
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std::unordered_map<uint32_t, VkDescriptorSet> spellIconCache; // SpellIconID -> texture
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// Skill line data (loaded from SkillLine.dbc + SkillLineAbility.dbc)
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bool skillLineDbLoaded = false;
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std::unordered_map<uint32_t, std::string> skillLineNames;
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std::unordered_map<uint32_t, uint32_t> skillLineCategories;
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std::unordered_multimap<uint32_t, uint32_t> spellToSkillLine;
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// Categorized spell tabs
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std::vector<SpellTabInfo> spellTabs;
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size_t lastKnownSpellCount = 0;
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bool categorizedWithSkillLines = false;
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// Search filter
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char searchFilter_[128] = "";
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// Drag-and-drop from spellbook to action bar
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bool draggingSpell_ = false;
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uint32_t dragSpellId_ = 0;
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VkDescriptorSet dragSpellIconTex_ = VK_NULL_HANDLE;
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void loadSpellDBC(pipeline::AssetManager* assetManager);
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void loadSpellIconDBC(pipeline::AssetManager* assetManager);
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void loadSkillLineDBCs(pipeline::AssetManager* assetManager);
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void categorizeSpells(const std::unordered_set<uint32_t>& knownSpells);
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VkDescriptorSet getSpellIcon(uint32_t iconId, pipeline::AssetManager* assetManager);
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const SpellInfo* getSpellInfo(uint32_t spellId) const;
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// Tooltip rendering helper
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void renderSpellTooltip(const SpellInfo* info, game::GameHandler& gameHandler);
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};
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} // namespace ui
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} // namespace wowee
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