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

@ -740,6 +740,7 @@ struct ItemQueryResponseData {
int32_t agility = 0;
int32_t intellect = 0;
int32_t spirit = 0;
uint32_t sellPrice = 0;
std::string subclassName;
bool valid = false;
};
@ -754,6 +755,25 @@ public:
// Phase 2: Combat Core
// ============================================================
/** SMSG_MONSTER_MOVE data */
struct MonsterMoveData {
uint64_t guid = 0;
float x = 0, y = 0, z = 0; // Current position (server coords)
uint8_t moveType = 0; // 0=Normal, 1=Stop, 2=FacingSpot, 3=FacingTarget, 4=FacingAngle
float facingAngle = 0;
uint64_t facingTarget = 0;
uint32_t splineFlags = 0;
uint32_t duration = 0;
// Destination (final point of the spline, server coords)
float destX = 0, destY = 0, destZ = 0;
bool hasDest = false;
};
class MonsterMoveParser {
public:
static bool parse(network::Packet& packet, MonsterMoveData& data);
};
/** CMSG_ATTACKSWING packet builder */
class AttackSwingPacket {
public: