Restructure inventory UI, add vendor selling, camera intro on all spawns, and quest log

Split inventory into bags-only (B key) and character screen (C key). Vendor window
auto-opens bags with sell prices on hover and right-click to sell. Add camera intro
pan on all login/spawn/teleport/hearthstone events and idle orbit after 2 minutes.
Add quest log UI, SMSG_MONSTER_MOVE handling, deferred creature spawn queue, and
creature fade-in/movement interpolation for online mode.
This commit is contained in:
Kelsi 2026-02-06 13:47:03 -08:00
parent a4a39c7f0f
commit 7128ea1417
21 changed files with 1092 additions and 149 deletions

View file

@ -153,8 +153,19 @@ private:
std::unordered_map<uint32_t, FacialHairGeosets> facialHairGeosetMap_;
std::unordered_map<uint64_t, uint32_t> creatureInstances_; // guid → render instanceId
std::unordered_map<uint64_t, uint32_t> creatureModelIds_; // guid → loaded modelId
std::unordered_map<uint32_t, uint32_t> displayIdModelCache_; // displayId → modelId (model caching)
uint32_t nextCreatureModelId_ = 5000; // Model IDs for online creatures
bool creatureLookupsBuilt_ = false;
// Deferred creature spawn queue (throttles spawning to avoid hangs)
struct PendingCreatureSpawn {
uint64_t guid;
uint32_t displayId;
float x, y, z, orientation;
};
std::vector<PendingCreatureSpawn> pendingCreatureSpawns_;
static constexpr int MAX_SPAWNS_PER_FRAME = 2;
void processCreatureSpawnQueue();
};
} // namespace core