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 bb4c2c25f7
commit 71c3d2ea77
21 changed files with 1092 additions and 149 deletions

View file

@ -61,6 +61,9 @@ public:
void setInstancePosition(uint32_t instanceId, const glm::vec3& position);
void setInstanceRotation(uint32_t instanceId, const glm::vec3& rotation);
void moveInstanceTo(uint32_t instanceId, const glm::vec3& destination, float durationSeconds);
void startFadeIn(uint32_t instanceId, float durationSeconds);
const pipeline::M2Model* getModelData(uint32_t modelId) const;
void setActiveGeosets(uint32_t instanceId, const std::unordered_set<uint16_t>& geosets);
void setGroupTextureOverride(uint32_t instanceId, uint16_t geosetGroup, GLuint textureId);
void setInstanceVisible(uint32_t instanceId, bool visible);
@ -130,6 +133,18 @@ private:
// Weapon attachments (weapons parented to this instance's bones)
std::vector<WeaponAttachment> weaponAttachments;
// Opacity (for fade-in)
float opacity = 1.0f;
float fadeInTime = 0.0f; // elapsed fade time (seconds)
float fadeInDuration = 0.0f; // total fade duration (0 = no fade)
// Movement interpolation
bool isMoving = false;
glm::vec3 moveStart{0.0f};
glm::vec3 moveEnd{0.0f};
float moveDuration = 0.0f; // seconds
float moveElapsed = 0.0f;
// Override model matrix (used for weapon instances positioned by parent bone)
bool hasOverrideModelMatrix = false;
glm::mat4 overrideModelMatrix{1.0f};