feat: implement pet stable system (MSG_LIST_STABLED_PETS, CMSG_STABLE_PET, CMSG_UNSTABLE_PET)

- Parse MSG_LIST_STABLED_PETS (SMSG): populate StabledPet list with
  petNumber, entry, level, name, displayId, and active status
- Detect stable master via gossip option text/keyword matching and
  auto-send MSG_LIST_STABLED_PETS request to open the stable UI
- Refresh list automatically after SMSG_STABLE_RESULT to reflect state
- New packet builders: ListStabledPetsPacket, StablePetPacket, UnstablePetPacket
- New public API: requestStabledPetList(), stablePet(slot), unstablePet(petNumber)
- Stable window UI: shows active/stabled pets with store/retrieve buttons,
  slot count, refresh, and close; opens when server sends pet list
- Clear stable state on world logout/disconnect
This commit is contained in:
Kelsi 2026-03-12 19:15:52 -07:00
parent 81b95b4af7
commit 284b98d93a
6 changed files with 285 additions and 0 deletions

View file

@ -698,6 +698,7 @@ void GameScreen::render(game::GameHandler& gameHandler) {
renderQuestOfferRewardWindow(gameHandler);
renderVendorWindow(gameHandler);
renderTrainerWindow(gameHandler);
renderStableWindow(gameHandler);
renderTaxiWindow(gameHandler);
renderMailWindow(gameHandler);
renderMailComposeWindow(gameHandler);
@ -13593,6 +13594,123 @@ void GameScreen::renderEscapeMenu() {
ImGui::End();
}
// ============================================================
// Pet Stable Window
// ============================================================
void GameScreen::renderStableWindow(game::GameHandler& gameHandler) {
if (!gameHandler.isStableWindowOpen()) return;
auto* window = core::Application::getInstance().getWindow();
float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
float screenH = window ? static_cast<float>(window->getHeight()) : 720.0f;
ImGui::SetNextWindowPos(ImVec2(screenW / 2.0f - 240.0f, screenH / 2.0f - 180.0f),
ImGuiCond_Once);
ImGui::SetNextWindowSize(ImVec2(480.0f, 360.0f), ImGuiCond_Once);
bool open = true;
if (!ImGui::Begin("Pet Stable", &open,
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize)) {
ImGui::End();
if (!open) {
// User closed the window; clear stable state
gameHandler.closeStableWindow();
}
return;
}
const auto& pets = gameHandler.getStabledPets();
uint8_t numSlots = gameHandler.getStableSlots();
ImGui::TextDisabled("Stable slots: %u", static_cast<unsigned>(numSlots));
ImGui::Separator();
// Active pets section
bool hasActivePets = false;
for (const auto& p : pets) {
if (p.isActive) { hasActivePets = true; break; }
}
if (hasActivePets) {
ImGui::TextColored(ImVec4(0.4f, 0.9f, 0.4f, 1.0f), "Active / Summoned");
for (const auto& p : pets) {
if (!p.isActive) continue;
ImGui::PushID(static_cast<int>(p.petNumber) * -1 - 1);
const std::string displayName = p.name.empty()
? ("Pet #" + std::to_string(p.petNumber))
: p.name;
ImGui::Text(" %s (Level %u)", displayName.c_str(), p.level);
ImGui::SameLine();
ImGui::TextDisabled("[Active]");
// Offer to stable the active pet if there are free slots
uint8_t usedSlots = 0;
for (const auto& sp : pets) { if (!sp.isActive) ++usedSlots; }
if (usedSlots < numSlots) {
ImGui::SameLine();
if (ImGui::SmallButton("Store in stable")) {
// Slot 1 is first stable slot; server handles free slot assignment.
gameHandler.stablePet(1);
}
}
ImGui::PopID();
}
ImGui::Separator();
}
// Stabled pets section
ImGui::TextColored(ImVec4(0.9f, 0.8f, 0.4f, 1.0f), "Stabled Pets");
bool hasStabledPets = false;
for (const auto& p : pets) {
if (!p.isActive) { hasStabledPets = true; break; }
}
if (!hasStabledPets) {
ImGui::TextDisabled(" (No pets in stable)");
} else {
for (const auto& p : pets) {
if (p.isActive) continue;
ImGui::PushID(static_cast<int>(p.petNumber));
const std::string displayName = p.name.empty()
? ("Pet #" + std::to_string(p.petNumber))
: p.name;
ImGui::Text(" %s (Level %u, Entry %u)",
displayName.c_str(), p.level, p.entry);
ImGui::SameLine();
if (ImGui::SmallButton("Retrieve")) {
gameHandler.unstablePet(p.petNumber);
}
ImGui::PopID();
}
}
// Empty slots
uint8_t usedStableSlots = 0;
for (const auto& p : pets) { if (!p.isActive) ++usedStableSlots; }
if (usedStableSlots < numSlots) {
ImGui::TextDisabled(" %u empty slot(s) available",
static_cast<unsigned>(numSlots - usedStableSlots));
}
ImGui::Separator();
if (ImGui::Button("Refresh")) {
gameHandler.requestStabledPetList();
}
ImGui::SameLine();
if (ImGui::Button("Close")) {
gameHandler.closeStableWindow();
}
ImGui::End();
if (!open) {
gameHandler.closeStableWindow();
}
}
// ============================================================
// Taxi Window
// ============================================================