feat: implement master loot UI for SMSG_LOOT_MASTER_LIST

Parse master loot candidate GUIDs from SMSG_LOOT_MASTER_LIST and display
a "Give to..." popup menu on item click when master loot is active.
Sends CMSG_LOOT_MASTER_GIVE with loot GUID, slot, and target GUID.
Clears candidates when loot window is closed.
This commit is contained in:
Kelsi 2026-03-12 17:58:24 -07:00
parent 6957ba97ea
commit 2f479c6230
3 changed files with 66 additions and 4 deletions

View file

@ -12164,7 +12164,43 @@ void GameScreen::renderLootWindow(game::GameHandler& gameHandler) {
// Process deferred loot pickup (after loop to avoid iterator invalidation)
if (lootSlotClicked >= 0) {
gameHandler.lootItem(static_cast<uint8_t>(lootSlotClicked));
if (gameHandler.hasMasterLootCandidates()) {
// Master looter: open popup to choose recipient
char popupId[32];
snprintf(popupId, sizeof(popupId), "##MLGive%d", lootSlotClicked);
ImGui::OpenPopup(popupId);
} else {
gameHandler.lootItem(static_cast<uint8_t>(lootSlotClicked));
}
}
// Master loot "Give to" popups
if (gameHandler.hasMasterLootCandidates()) {
for (const auto& item : loot.items) {
char popupId[32];
snprintf(popupId, sizeof(popupId), "##MLGive%d", item.slotIndex);
if (ImGui::BeginPopup(popupId)) {
ImGui::TextDisabled("Give to:");
ImGui::Separator();
const auto& candidates = gameHandler.getMasterLootCandidates();
for (uint64_t candidateGuid : candidates) {
auto entity = gameHandler.getEntityManager().getEntity(candidateGuid);
auto* unit = entity ? dynamic_cast<game::Unit*>(entity.get()) : nullptr;
const char* cName = unit ? unit->getName().c_str() : nullptr;
char nameBuf[64];
if (!cName || cName[0] == '\0') {
snprintf(nameBuf, sizeof(nameBuf), "Player 0x%llx",
static_cast<unsigned long long>(candidateGuid));
cName = nameBuf;
}
if (ImGui::MenuItem(cName)) {
gameHandler.lootMasterGive(item.slotIndex, candidateGuid);
ImGui::CloseCurrentPopup();
}
}
ImGui::EndPopup();
}
}
}
if (loot.items.empty() && loot.gold == 0) {