From 6e8704c5204284032cdb0f68ae41ab32c47ca920 Mon Sep 17 00:00:00 2001 From: Kelsi Date: Fri, 13 Mar 2026 11:13:10 -0700 Subject: [PATCH] feat: show skill/reputation requirements in ItemDef tooltip path Extend the inventory item (ItemDef) tooltip to also display skill and reputation requirements by consulting the item query cache (ItemQueryResponseData) when available, matching the behavior already added to the ItemQueryResponseData tooltip path. --- src/ui/inventory_screen.cpp | 67 +++++++++++++++++++++++++++++++++++++ 1 file changed, 67 insertions(+) diff --git a/src/ui/inventory_screen.cpp b/src/ui/inventory_screen.cpp index 88e65163..9c10036e 100644 --- a/src/ui/inventory_screen.cpp +++ b/src/ui/inventory_screen.cpp @@ -2531,6 +2531,73 @@ void InventoryScreen::renderItemTooltip(const game::ItemDef& item, const game::I } } + // Skill / reputation requirements from item query cache + if (gameHandler_) { + const auto* qInfo = gameHandler_->getItemInfo(item.itemId); + if (qInfo && qInfo->valid) { + if (qInfo->requiredSkill != 0 && qInfo->requiredSkillRank > 0) { + static std::unordered_map s_skillNamesB; + static bool s_skillNamesLoadedB = false; + if (!s_skillNamesLoadedB && assetManager_) { + s_skillNamesLoadedB = true; + auto dbc = assetManager_->loadDBC("SkillLine.dbc"); + if (dbc && dbc->isLoaded()) { + const auto* layout = pipeline::getActiveDBCLayout() + ? pipeline::getActiveDBCLayout()->getLayout("SkillLine") : nullptr; + uint32_t idF = layout ? (*layout)["ID"] : 0; + uint32_t nameF = layout ? (*layout)["Name"] : 2; + for (uint32_t r = 0; r < dbc->getRecordCount(); ++r) { + uint32_t sid = dbc->getUInt32(r, idF); + if (!sid) continue; + std::string sname = dbc->getString(r, nameF); + if (!sname.empty()) s_skillNamesB[sid] = std::move(sname); + } + } + } + uint32_t playerSkillVal = 0; + const auto& skills = gameHandler_->getPlayerSkills(); + auto skPit = skills.find(qInfo->requiredSkill); + if (skPit != skills.end()) playerSkillVal = skPit->second.effectiveValue(); + bool meetsSkill = (playerSkillVal == 0 || playerSkillVal >= qInfo->requiredSkillRank); + ImVec4 skColor = meetsSkill ? ImVec4(1.0f, 1.0f, 1.0f, 0.75f) : ImVec4(1.0f, 0.5f, 0.5f, 1.0f); + auto skIt = s_skillNamesB.find(qInfo->requiredSkill); + if (skIt != s_skillNamesB.end()) + ImGui::TextColored(skColor, "Requires %s (%u)", skIt->second.c_str(), qInfo->requiredSkillRank); + else + ImGui::TextColored(skColor, "Requires Skill %u (%u)", qInfo->requiredSkill, qInfo->requiredSkillRank); + } + if (qInfo->requiredReputationFaction != 0 && qInfo->requiredReputationRank > 0) { + static std::unordered_map s_factionNamesB; + static bool s_factionNamesLoadedB = false; + if (!s_factionNamesLoadedB && assetManager_) { + s_factionNamesLoadedB = true; + auto dbc = assetManager_->loadDBC("Faction.dbc"); + if (dbc && dbc->isLoaded()) { + const auto* layout = pipeline::getActiveDBCLayout() + ? pipeline::getActiveDBCLayout()->getLayout("Faction") : nullptr; + uint32_t idF = layout ? (*layout)["ID"] : 0; + uint32_t nameF = layout ? (*layout)["Name"] : 20; + for (uint32_t r = 0; r < dbc->getRecordCount(); ++r) { + uint32_t fid = dbc->getUInt32(r, idF); + if (!fid) continue; + std::string fname = dbc->getString(r, nameF); + if (!fname.empty()) s_factionNamesB[fid] = std::move(fname); + } + } + } + static const char* kRepRankNamesB[] = { + "Hated","Hostile","Unfriendly","Neutral","Friendly","Honored","Revered","Exalted" + }; + const char* rankName = (qInfo->requiredReputationRank < 8) + ? kRepRankNamesB[qInfo->requiredReputationRank] : "Unknown"; + auto fIt = s_factionNamesB.find(qInfo->requiredReputationFaction); + ImGui::TextColored(ImVec4(1.0f, 1.0f, 1.0f, 0.75f), "Requires %s with %s", + rankName, + fIt != s_factionNamesB.end() ? fIt->second.c_str() : "Unknown Faction"); + } + } + } + // "Begins a Quest" line (shown in yellow-green like the game) if (item.startQuestId != 0) { ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Begins a Quest");