Add quest markers (! and ?) above NPCs and on minimap

Parse SMSG_QUESTGIVER_STATUS and SMSG_QUESTGIVER_STATUS_MULTIPLE packets to track per-NPC quest status, render yellow/gray ! and ? markers in 3D world space above NPC heads with distance-based scaling, and show corresponding dots on the minimap.
This commit is contained in:
Kelsi 2026-02-06 20:10:10 -08:00
parent 46407cfdeb
commit 1fe5fffc33
5 changed files with 224 additions and 2 deletions

View file

@ -90,6 +90,8 @@ void GameScreen::render(game::GameHandler& gameHandler) {
renderGossipWindow(gameHandler);
renderQuestDetailsWindow(gameHandler);
renderVendorWindow(gameHandler);
renderQuestMarkers(gameHandler);
renderMinimapMarkers(gameHandler);
renderDeathScreen(gameHandler);
renderEscapeMenu();
renderSettingsWindow();
@ -2723,4 +2725,173 @@ void GameScreen::renderSettingsWindow() {
ImGui::End();
}
void GameScreen::renderQuestMarkers(game::GameHandler& gameHandler) {
const auto& statuses = gameHandler.getNpcQuestStatuses();
if (statuses.empty()) return;
auto* renderer = core::Application::getInstance().getRenderer();
auto* camera = renderer ? renderer->getCamera() : nullptr;
auto* window = core::Application::getInstance().getWindow();
if (!camera || !window) return;
float screenW = static_cast<float>(window->getWidth());
float screenH = static_cast<float>(window->getHeight());
glm::mat4 viewProj = camera->getViewProjectionMatrix();
auto* drawList = ImGui::GetForegroundDrawList();
for (const auto& [guid, status] : statuses) {
// Only show markers for available (!) and reward/completable (?)
const char* marker = nullptr;
ImU32 color = IM_COL32(255, 210, 0, 255); // yellow
if (status == game::QuestGiverStatus::AVAILABLE) {
marker = "!";
} else if (status == game::QuestGiverStatus::AVAILABLE_LOW) {
marker = "!";
color = IM_COL32(160, 160, 160, 255); // gray
} else if (status == game::QuestGiverStatus::REWARD) {
marker = "?";
} else if (status == game::QuestGiverStatus::INCOMPLETE) {
marker = "?";
color = IM_COL32(160, 160, 160, 255); // gray
} else {
continue;
}
// Get entity position (canonical coords)
auto entity = gameHandler.getEntityManager().getEntity(guid);
if (!entity) continue;
glm::vec3 canonical(entity->getX(), entity->getY(), entity->getZ());
glm::vec3 renderPos = core::coords::canonicalToRender(canonical);
// Get model height for offset
float heightOffset = 3.0f;
glm::vec3 boundsCenter;
float boundsRadius = 0.0f;
if (core::Application::getInstance().getRenderBoundsForGuid(guid, boundsCenter, boundsRadius)) {
heightOffset = boundsRadius * 2.0f + 1.0f;
}
renderPos.z += heightOffset;
// Project to screen
glm::vec4 clipPos = viewProj * glm::vec4(renderPos, 1.0f);
if (clipPos.w <= 0.0f) continue;
glm::vec2 ndc(clipPos.x / clipPos.w, clipPos.y / clipPos.w);
float sx = (ndc.x + 1.0f) * 0.5f * screenW;
float sy = (1.0f - ndc.y) * 0.5f * screenH;
// Skip if off-screen
if (sx < -50 || sx > screenW + 50 || sy < -50 || sy > screenH + 50) continue;
// Scale text size based on distance
float dist = clipPos.w;
float fontSize = std::clamp(800.0f / dist, 14.0f, 48.0f);
// Draw outlined text: 4 shadow copies then main text
ImFont* font = ImGui::GetFont();
ImU32 outlineColor = IM_COL32(0, 0, 0, 220);
float off = std::max(1.0f, fontSize * 0.06f);
ImVec2 textSize = font->CalcTextSizeA(fontSize, FLT_MAX, 0.0f, marker);
float tx = sx - textSize.x * 0.5f;
float ty = sy - textSize.y * 0.5f;
drawList->AddText(font, fontSize, ImVec2(tx - off, ty), outlineColor, marker);
drawList->AddText(font, fontSize, ImVec2(tx + off, ty), outlineColor, marker);
drawList->AddText(font, fontSize, ImVec2(tx, ty - off), outlineColor, marker);
drawList->AddText(font, fontSize, ImVec2(tx, ty + off), outlineColor, marker);
drawList->AddText(font, fontSize, ImVec2(tx, ty), color, marker);
}
}
void GameScreen::renderMinimapMarkers(game::GameHandler& gameHandler) {
const auto& statuses = gameHandler.getNpcQuestStatuses();
if (statuses.empty()) return;
auto* renderer = core::Application::getInstance().getRenderer();
auto* camera = renderer ? renderer->getCamera() : nullptr;
auto* minimap = renderer ? renderer->getMinimap() : nullptr;
auto* window = core::Application::getInstance().getWindow();
if (!camera || !minimap || !window) return;
float screenW = static_cast<float>(window->getWidth());
// Minimap parameters (matching minimap.cpp)
float mapSize = 200.0f;
float margin = 10.0f;
float mapRadius = mapSize * 0.5f;
float centerX = screenW - margin - mapRadius;
float centerY = margin + mapRadius;
float viewRadius = 400.0f;
// Player position in render coords
auto& mi = gameHandler.getMovementInfo();
glm::vec3 playerRender = core::coords::canonicalToRender(glm::vec3(mi.x, mi.y, mi.z));
// Camera bearing for minimap rotation
glm::vec3 fwd = camera->getForward();
float bearing = std::atan2(-fwd.x, fwd.y);
float cosB = std::cos(bearing);
float sinB = std::sin(bearing);
auto* drawList = ImGui::GetForegroundDrawList();
for (const auto& [guid, status] : statuses) {
ImU32 dotColor;
const char* marker = nullptr;
if (status == game::QuestGiverStatus::AVAILABLE) {
dotColor = IM_COL32(255, 210, 0, 255);
marker = "!";
} else if (status == game::QuestGiverStatus::AVAILABLE_LOW) {
dotColor = IM_COL32(160, 160, 160, 255);
marker = "!";
} else if (status == game::QuestGiverStatus::REWARD) {
dotColor = IM_COL32(255, 210, 0, 255);
marker = "?";
} else if (status == game::QuestGiverStatus::INCOMPLETE) {
dotColor = IM_COL32(160, 160, 160, 255);
marker = "?";
} else {
continue;
}
auto entity = gameHandler.getEntityManager().getEntity(guid);
if (!entity) continue;
glm::vec3 canonical(entity->getX(), entity->getY(), entity->getZ());
glm::vec3 npcRender = core::coords::canonicalToRender(canonical);
// Offset from player in render coords
float dx = npcRender.x - playerRender.x;
float dy = npcRender.y - playerRender.y;
// Rotate by camera bearing (minimap north-up rotation)
float rx = dx * cosB - dy * sinB;
float ry = dx * sinB + dy * cosB;
// Scale to minimap pixels
float px = rx / viewRadius * mapRadius;
float py = -ry / viewRadius * mapRadius; // screen Y is inverted
// Clamp to circle
float distFromCenter = std::sqrt(px * px + py * py);
if (distFromCenter > mapRadius - 4.0f) {
float scale = (mapRadius - 4.0f) / distFromCenter;
px *= scale;
py *= scale;
}
float sx = centerX + px;
float sy = centerY + py;
// Draw dot with marker text
drawList->AddCircleFilled(ImVec2(sx, sy), 5.0f, dotColor);
ImFont* font = ImGui::GetFont();
ImVec2 textSize = font->CalcTextSizeA(11.0f, FLT_MAX, 0.0f, marker);
drawList->AddText(font, 11.0f,
ImVec2(sx - textSize.x * 0.5f, sy - textSize.y * 0.5f),
IM_COL32(0, 0, 0, 255), marker);
}
}
}} // namespace wowee::ui