mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-04-11 15:23:51 +00:00
Magic number elimination: - Create protocol_constants.hpp, warden_constants.hpp, render_constants.hpp, ui_constants.hpp - Replace ~55 magic numbers across game_handler, warden_handler, m2_renderer_render Reduce nesting depth: - Extract 5 parseEffect* methods from handleSpellLogExecute (max indent 52 → 16 cols) - Extract resolveSpellSchool/playSpellCastSound/playSpellImpactSound from 3× duplicate audio blocks in handleSpellGo - Flatten SMSG_INVENTORY_CHANGE_FAILURE with early-return guards - Extract drawScreenEdgeVignette() for 3 duplicate vignette blocks DRY extract patterns: - Replace 12 compound expansion checks with isPreWotlk() across movement_handler (9), chat_handler (1), social_handler (1) const to constexpr: - Promote 23+ static const arrays/scalars to static constexpr across 12 source files Error handling: - Convert PIN auth from exceptions to std::optional<PinProof> - Add [[nodiscard]] to 15+ initialize/parse methods - Wrap ~20 unchecked initialize() calls with LOG_WARNING/LOG_ERROR Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
58 lines
1.4 KiB
C++
58 lines
1.4 KiB
C++
#pragma once
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#include <vulkan/vulkan.h>
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#include <vk_mem_alloc.h>
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#include <glm/glm.hpp>
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#include <vector>
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namespace wowee {
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namespace rendering {
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class Camera;
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class VkContext;
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class MountDust {
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public:
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MountDust();
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~MountDust();
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[[nodiscard]] bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout);
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void shutdown();
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void recreatePipelines();
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// Spawn dust particles at mount feet when moving on ground
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void spawnDust(const glm::vec3& position, const glm::vec3& velocity, bool isMoving);
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void update(float deltaTime);
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void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet);
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private:
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struct Particle {
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glm::vec3 position;
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glm::vec3 velocity;
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float lifetime;
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float maxLifetime;
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float size;
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float alpha;
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};
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static constexpr int MAX_DUST_PARTICLES = 300;
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std::vector<Particle> particles;
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// Vulkan objects
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VkContext* vkCtx = nullptr;
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VkPipeline pipeline = VK_NULL_HANDLE;
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VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
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// Dynamic mapped buffer for particle vertex data (updated every frame)
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::VkBuffer dynamicVB = VK_NULL_HANDLE;
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VmaAllocation dynamicVBAlloc = VK_NULL_HANDLE;
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VmaAllocationInfo dynamicVBAllocInfo{};
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VkDeviceSize dynamicVBSize = 0;
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std::vector<float> vertexData;
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float spawnAccum = 0.0f;
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};
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} // namespace rendering
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} // namespace wowee
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