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https://github.com/Kelsidavis/WoWee.git
synced 2026-04-17 01:23:51 +00:00
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.
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21 changed files with 1092 additions and 149 deletions
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@ -153,8 +153,19 @@ private:
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std::unordered_map<uint32_t, FacialHairGeosets> facialHairGeosetMap_;
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std::unordered_map<uint64_t, uint32_t> creatureInstances_; // guid → render instanceId
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std::unordered_map<uint64_t, uint32_t> creatureModelIds_; // guid → loaded modelId
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std::unordered_map<uint32_t, uint32_t> displayIdModelCache_; // displayId → modelId (model caching)
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uint32_t nextCreatureModelId_ = 5000; // Model IDs for online creatures
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bool creatureLookupsBuilt_ = false;
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// Deferred creature spawn queue (throttles spawning to avoid hangs)
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struct PendingCreatureSpawn {
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uint64_t guid;
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uint32_t displayId;
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float x, y, z, orientation;
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};
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std::vector<PendingCreatureSpawn> pendingCreatureSpawns_;
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static constexpr int MAX_SPAWNS_PER_FRAME = 2;
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void processCreatureSpawnQueue();
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};
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} // namespace core
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@ -294,6 +294,11 @@ public:
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using CreatureDespawnCallback = std::function<void(uint64_t guid)>;
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void setCreatureDespawnCallback(CreatureDespawnCallback cb) { creatureDespawnCallback_ = std::move(cb); }
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// Creature move callback (online mode - triggered by SMSG_MONSTER_MOVE)
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// Parameters: guid, x, y, z (canonical), duration_ms (0 = instant)
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using CreatureMoveCallback = std::function<void(uint64_t guid, float x, float y, float z, uint32_t durationMs)>;
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void setCreatureMoveCallback(CreatureMoveCallback cb) { creatureMoveCallback_ = std::move(cb); }
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// Cooldowns
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float getSpellCooldown(uint32_t spellId) const;
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@ -330,17 +335,33 @@ public:
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bool isQuestDetailsOpen() const { return questDetailsOpen; }
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const QuestDetailsData& getQuestDetails() const { return currentQuestDetails; }
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// Quest log
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struct QuestLogEntry {
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uint32_t questId = 0;
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std::string title;
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std::string objectives;
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bool complete = false;
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};
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const std::vector<QuestLogEntry>& getQuestLog() const { return questLog_; }
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void abandonQuest(uint32_t questId);
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// Vendor
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void openVendor(uint64_t npcGuid);
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void closeVendor();
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void buyItem(uint64_t vendorGuid, uint32_t itemId, uint32_t slot, uint8_t count);
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void sellItem(uint64_t vendorGuid, uint64_t itemGuid, uint8_t count);
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void sellItemBySlot(int backpackIndex);
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bool isVendorWindowOpen() const { return vendorWindowOpen; }
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const ListInventoryData& getVendorItems() const { return currentVendorItems; }
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const ItemQueryResponseData* getItemInfo(uint32_t itemId) const {
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auto it = itemInfoCache_.find(itemId);
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return (it != itemInfoCache_.end()) ? &it->second : nullptr;
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}
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uint64_t getBackpackItemGuid(int index) const {
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if (index < 0 || index >= static_cast<int>(backpackSlotGuids_.size())) return 0;
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return backpackSlotGuids_[index];
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}
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uint64_t getVendorGuid() const { return currentVendorItems.vendorGuid; }
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/**
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* Set callbacks
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@ -464,6 +485,9 @@ private:
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// ---- XP handler ----
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void handleXpGain(network::Packet& packet);
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// ---- Creature movement handler ----
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void handleMonsterMove(network::Packet& packet);
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// ---- Phase 5 handlers ----
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void handleLootResponse(network::Packet& packet);
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void handleLootReleaseResponse(network::Packet& packet);
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@ -580,6 +604,7 @@ private:
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WorldEntryCallback worldEntryCallback_;
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CreatureSpawnCallback creatureSpawnCallback_;
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CreatureDespawnCallback creatureDespawnCallback_;
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CreatureMoveCallback creatureMoveCallback_;
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std::vector<uint32_t> knownSpells;
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std::unordered_map<uint32_t, float> spellCooldowns; // spellId -> remaining seconds
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uint8_t castCount = 0;
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@ -616,6 +641,9 @@ private:
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bool questDetailsOpen = false;
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QuestDetailsData currentQuestDetails;
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// Quest log
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std::vector<QuestLogEntry> questLog_;
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// Vendor
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bool vendorWindowOpen = false;
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ListInventoryData currentVendorItems;
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@ -68,6 +68,9 @@ enum class Opcode : uint16_t {
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// ---- XP ----
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SMSG_LOG_XPGAIN = 0x1D0,
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// ---- Creature Movement ----
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SMSG_MONSTER_MOVE = 0x0DD,
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// ---- Phase 2: Combat Core ----
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CMSG_ATTACKSWING = 0x141,
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CMSG_ATTACKSTOP = 0x142,
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@ -146,6 +149,7 @@ enum class Opcode : uint16_t {
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SMSG_QUESTGIVER_OFFER_REWARD = 0x18D,
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CMSG_QUESTGIVER_CHOOSE_REWARD = 0x18E,
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SMSG_QUESTGIVER_QUEST_COMPLETE = 0x191,
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CMSG_QUESTLOG_REMOVE_QUEST = 0x194,
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// ---- Phase 5: Vendor ----
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CMSG_LIST_INVENTORY = 0x19E,
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@ -740,6 +740,7 @@ struct ItemQueryResponseData {
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int32_t agility = 0;
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int32_t intellect = 0;
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int32_t spirit = 0;
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uint32_t sellPrice = 0;
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std::string subclassName;
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bool valid = false;
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};
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@ -754,6 +755,25 @@ public:
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// Phase 2: Combat Core
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// ============================================================
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/** SMSG_MONSTER_MOVE data */
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struct MonsterMoveData {
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uint64_t guid = 0;
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float x = 0, y = 0, z = 0; // Current position (server coords)
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uint8_t moveType = 0; // 0=Normal, 1=Stop, 2=FacingSpot, 3=FacingTarget, 4=FacingAngle
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float facingAngle = 0;
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uint64_t facingTarget = 0;
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uint32_t splineFlags = 0;
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uint32_t duration = 0;
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// Destination (final point of the spline, server coords)
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float destX = 0, destY = 0, destZ = 0;
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bool hasDest = false;
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};
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class MonsterMoveParser {
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public:
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static bool parse(network::Packet& packet, MonsterMoveData& data);
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};
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/** CMSG_ATTACKSWING packet builder */
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class AttackSwingPacket {
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public:
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@ -192,6 +192,11 @@ private:
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float introEndPitch = -5.0f;
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float introStartDistance = 12.0f;
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float introEndDistance = 10.0f;
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// Idle camera: triggers intro pan after IDLE_TIMEOUT seconds of no input
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float idleTimer_ = 0.0f;
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bool idleOrbit_ = false; // true when current intro pan is an idle orbit (loops)
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static constexpr float IDLE_TIMEOUT = 120.0f; // 2 minutes
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};
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} // namespace rendering
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@ -61,6 +61,9 @@ public:
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void setInstancePosition(uint32_t instanceId, const glm::vec3& position);
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void setInstanceRotation(uint32_t instanceId, const glm::vec3& rotation);
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void moveInstanceTo(uint32_t instanceId, const glm::vec3& destination, float durationSeconds);
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void startFadeIn(uint32_t instanceId, float durationSeconds);
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const pipeline::M2Model* getModelData(uint32_t modelId) const;
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void setActiveGeosets(uint32_t instanceId, const std::unordered_set<uint16_t>& geosets);
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void setGroupTextureOverride(uint32_t instanceId, uint16_t geosetGroup, GLuint textureId);
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void setInstanceVisible(uint32_t instanceId, bool visible);
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@ -130,6 +133,18 @@ private:
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// Weapon attachments (weapons parented to this instance's bones)
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std::vector<WeaponAttachment> weaponAttachments;
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// Opacity (for fade-in)
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float opacity = 1.0f;
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float fadeInTime = 0.0f; // elapsed fade time (seconds)
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float fadeInDuration = 0.0f; // total fade duration (0 = no fade)
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// Movement interpolation
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bool isMoving = false;
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glm::vec3 moveStart{0.0f};
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glm::vec3 moveEnd{0.0f};
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float moveDuration = 0.0f; // seconds
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float moveElapsed = 0.0f;
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// Override model matrix (used for weapon instances positioned by parent bone)
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bool hasOverrideModelMatrix = false;
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glm::mat4 overrideModelMatrix{1.0f};
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@ -123,6 +123,10 @@ public:
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bool isMoving() const;
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void triggerMeleeSwing();
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// Selection circle for targeted entity
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void setSelectionCircle(const glm::vec3& pos, float radius, const glm::vec3& color);
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void clearSelectionCircle();
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// CPU timing stats (milliseconds, last frame).
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double getLastUpdateMs() const { return lastUpdateMs; }
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double getLastRenderMs() const { return lastRenderMs; }
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@ -224,6 +228,18 @@ private:
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// Target facing
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const glm::vec3* targetPosition = nullptr;
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// Selection circle rendering
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uint32_t selCircleVAO = 0;
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uint32_t selCircleVBO = 0;
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uint32_t selCircleShader = 0;
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int selCircleVertCount = 0;
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void initSelectionCircle();
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void renderSelectionCircle(const glm::mat4& view, const glm::mat4& projection);
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glm::vec3 selCirclePos{0.0f};
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glm::vec3 selCircleColor{1.0f, 0.0f, 0.0f};
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float selCircleRadius = 1.5f;
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bool selCircleVisible = false;
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// Footstep event tracking (animation-driven)
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uint32_t footstepLastAnimationId = 0;
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float footstepLastNormTime = 0.0f;
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@ -4,6 +4,7 @@
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#include "game/inventory.hpp"
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#include "rendering/world_map.hpp"
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#include "ui/inventory_screen.hpp"
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#include "ui/quest_log_screen.hpp"
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#include "ui/spellbook_screen.hpp"
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#include <imgui.h>
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#include <string>
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@ -143,6 +144,7 @@ private:
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void renderWorldMap(game::GameHandler& gameHandler);
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InventoryScreen inventoryScreen;
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QuestLogScreen questLogScreen;
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SpellbookScreen spellbookScreen;
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rendering::WorldMap worldMap;
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@ -1,18 +1,36 @@
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#pragma once
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#include "game/inventory.hpp"
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#include "game/world_packets.hpp"
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#include <imgui.h>
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#include <functional>
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namespace wowee {
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namespace game { class GameHandler; }
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namespace ui {
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class InventoryScreen {
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public:
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/// Render bags window (B key). Positioned at bottom of screen.
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void render(game::Inventory& inventory, uint64_t moneyCopper);
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/// Render character screen (C key). Standalone equipment window.
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void renderCharacterScreen(game::Inventory& inventory);
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bool isOpen() const { return open; }
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void toggle() { open = !open; }
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void setOpen(bool o) { open = o; }
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bool isCharacterOpen() const { return characterOpen; }
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void toggleCharacter() { characterOpen = !characterOpen; }
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void setCharacterOpen(bool o) { characterOpen = o; }
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/// Enable vendor mode: right-clicking bag items sells them.
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void setVendorMode(bool enabled, game::GameHandler* handler) {
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vendorMode_ = enabled;
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gameHandler_ = handler;
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}
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/// Returns true if equipment changed since last call, and clears the flag.
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bool consumeEquipmentDirty() { bool d = equipmentDirty; equipmentDirty = false; return d; }
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/// Returns true if any inventory slot changed since last call, and clears the flag.
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@ -20,10 +38,16 @@ public:
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private:
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bool open = false;
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bool characterOpen = false;
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bool bKeyWasDown = false;
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bool cKeyWasDown = false;
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bool equipmentDirty = false;
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bool inventoryDirty = false;
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// Vendor sell mode
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bool vendorMode_ = false;
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game::GameHandler* gameHandler_ = nullptr;
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// Drag-and-drop held item state
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bool holdingItem = false;
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game::ItemDef heldItem;
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21
include/ui/quest_log_screen.hpp
Normal file
21
include/ui/quest_log_screen.hpp
Normal file
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@ -0,0 +1,21 @@
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#pragma once
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#include "game/game_handler.hpp"
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#include <imgui.h>
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namespace wowee { namespace ui {
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class QuestLogScreen {
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public:
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void render(game::GameHandler& gameHandler);
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bool isOpen() const { return open; }
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void toggle() { open = !open; }
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void setOpen(bool o) { open = o; }
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private:
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bool open = false;
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bool lKeyWasDown = false;
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int selectedIndex = -1;
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};
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}} // namespace wowee::ui
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