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

@ -4,6 +4,7 @@
#include "game/inventory.hpp"
#include "rendering/world_map.hpp"
#include "ui/inventory_screen.hpp"
#include "ui/quest_log_screen.hpp"
#include "ui/spellbook_screen.hpp"
#include <imgui.h>
#include <string>
@ -143,6 +144,7 @@ private:
void renderWorldMap(game::GameHandler& gameHandler);
InventoryScreen inventoryScreen;
QuestLogScreen questLogScreen;
SpellbookScreen spellbookScreen;
rendering::WorldMap worldMap;

View file

@ -1,18 +1,36 @@
#pragma once
#include "game/inventory.hpp"
#include "game/world_packets.hpp"
#include <imgui.h>
#include <functional>
namespace wowee {
namespace game { class GameHandler; }
namespace ui {
class InventoryScreen {
public:
/// Render bags window (B key). Positioned at bottom of screen.
void render(game::Inventory& inventory, uint64_t moneyCopper);
/// Render character screen (C key). Standalone equipment window.
void renderCharacterScreen(game::Inventory& inventory);
bool isOpen() const { return open; }
void toggle() { open = !open; }
void setOpen(bool o) { open = o; }
bool isCharacterOpen() const { return characterOpen; }
void toggleCharacter() { characterOpen = !characterOpen; }
void setCharacterOpen(bool o) { characterOpen = o; }
/// Enable vendor mode: right-clicking bag items sells them.
void setVendorMode(bool enabled, game::GameHandler* handler) {
vendorMode_ = enabled;
gameHandler_ = handler;
}
/// Returns true if equipment changed since last call, and clears the flag.
bool consumeEquipmentDirty() { bool d = equipmentDirty; equipmentDirty = false; return d; }
/// Returns true if any inventory slot changed since last call, and clears the flag.
@ -20,10 +38,16 @@ public:
private:
bool open = false;
bool characterOpen = false;
bool bKeyWasDown = false;
bool cKeyWasDown = false;
bool equipmentDirty = false;
bool inventoryDirty = false;
// Vendor sell mode
bool vendorMode_ = false;
game::GameHandler* gameHandler_ = nullptr;
// Drag-and-drop held item state
bool holdingItem = false;
game::ItemDef heldItem;

View file

@ -0,0 +1,21 @@
#pragma once
#include "game/game_handler.hpp"
#include <imgui.h>
namespace wowee { namespace ui {
class QuestLogScreen {
public:
void render(game::GameHandler& gameHandler);
bool isOpen() const { return open; }
void toggle() { open = !open; }
void setOpen(bool o) { open = o; }
private:
bool open = false;
bool lKeyWasDown = false;
int selectedIndex = -1;
};
}} // namespace wowee::ui