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

@ -95,12 +95,26 @@ void GameScreen::render(game::GameHandler& gameHandler) {
// Teleporter panel (T key toggle handled in Application event loop)
renderTeleporterPanel();
// Quest Log (L key toggle handled inside)
questLogScreen.render(gameHandler);
// Spellbook (P key toggle handled inside)
spellbookScreen.render(gameHandler, core::Application::getInstance().getAssetManager());
// Inventory (B key toggle handled inside)
// Set vendor mode before rendering inventory
inventoryScreen.setVendorMode(gameHandler.isVendorWindowOpen(), &gameHandler);
// Auto-open bags when vendor window opens
if (gameHandler.isVendorWindowOpen() && !inventoryScreen.isOpen()) {
inventoryScreen.setOpen(true);
}
// Bags (B key toggle handled inside)
inventoryScreen.render(gameHandler.getInventory(), gameHandler.getMoneyCopper());
// Character screen (C key toggle handled inside render())
inventoryScreen.renderCharacterScreen(gameHandler.getInventory());
if (inventoryScreen.consumeInventoryDirty()) {
gameHandler.notifyInventoryChanged();
}
@ -112,7 +126,7 @@ void GameScreen::render(game::GameHandler& gameHandler) {
gameHandler.notifyEquipmentChanged();
}
// Update renderer face-target position
// Update renderer face-target position and selection circle
auto* renderer = core::Application::getInstance().getRenderer();
if (renderer) {
static glm::vec3 targetGLPos;
@ -121,11 +135,30 @@ void GameScreen::render(game::GameHandler& gameHandler) {
if (target) {
targetGLPos = core::coords::canonicalToRender(glm::vec3(target->getX(), target->getY(), target->getZ()));
renderer->setTargetPosition(&targetGLPos);
// Selection circle color: red=hostile, green=friendly, gray=dead
glm::vec3 circleColor(1.0f, 1.0f, 0.3f); // default yellow
float circleRadius = 1.5f;
if (target->getType() == game::ObjectType::UNIT) {
auto unit = std::static_pointer_cast<game::Unit>(target);
if (unit->getHealth() == 0 && unit->getMaxHealth() > 0) {
circleColor = glm::vec3(0.5f, 0.5f, 0.5f); // gray (dead)
} else if (unit->isInteractable()) {
circleColor = glm::vec3(0.3f, 1.0f, 0.3f); // green (friendly)
} else {
circleColor = glm::vec3(1.0f, 0.2f, 0.2f); // red (hostile)
}
} else if (target->getType() == game::ObjectType::PLAYER) {
circleColor = glm::vec3(0.3f, 1.0f, 0.3f); // green (player)
}
renderer->setSelectionCircle(targetGLPos, circleRadius, circleColor);
} else {
renderer->setTargetPosition(nullptr);
renderer->clearSelectionCircle();
}
} else {
renderer->setTargetPosition(nullptr);
renderer->clearSelectionCircle();
}
}
}
@ -422,16 +455,29 @@ void GameScreen::processTargetInput(game::GameHandler& gameHandler) {
float closestT = 1e30f;
uint64_t closestGuid = 0;
const uint64_t myGuid = gameHandler.getPlayerGuid();
for (const auto& [guid, entity] : gameHandler.getEntityManager().getEntities()) {
auto t = entity->getType();
if (t != game::ObjectType::UNIT && t != game::ObjectType::PLAYER) continue;
if (guid == myGuid) continue; // Don't target self
// Scale hitbox based on entity type
float hitRadius = 1.5f;
float heightOffset = 1.5f;
if (t == game::ObjectType::UNIT) {
auto unit = std::static_pointer_cast<game::Unit>(entity);
// Critters have very low max health (< 100)
if (unit->getMaxHealth() > 0 && unit->getMaxHealth() < 100) {
hitRadius = 0.5f;
heightOffset = 0.3f;
}
}
glm::vec3 entityGL = core::coords::canonicalToRender(glm::vec3(entity->getX(), entity->getY(), entity->getZ()));
// Add half-height offset so we target the body center, not feet
entityGL.z += 3.0f;
entityGL.z += heightOffset;
float hitT;
if (raySphereIntersect(ray, entityGL, 3.0f, hitT)) {
if (raySphereIntersect(ray, entityGL, hitRadius, hitT)) {
if (hitT < closestT) {
closestT = hitT;
closestGuid = guid;
@ -505,11 +551,11 @@ void GameScreen::renderPlayerFrame(game::GameHandler& gameHandler) {
const auto& characters = gameHandler.getCharacters();
if (!characters.empty()) {
// Use the first (or most recently selected) character
const auto& ch = characters[0];
playerName = ch.name;
playerLevel = ch.level;
// Characters don't store HP; use level-scaled estimate
// Use live server level if available, otherwise character struct
playerLevel = gameHandler.getPlayerLevel();
if (playerLevel == 0) playerLevel = ch.level;
playerMaxHp = 20 + playerLevel * 10;
playerHp = playerMaxHp;
}
@ -589,26 +635,30 @@ void GameScreen::renderTargetFrame(game::GameHandler& gameHandler) {
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar |
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_AlwaysAutoResize;
// Determine hostility color for border and name
ImVec4 hostileColor(0.7f, 0.7f, 0.7f, 1.0f);
if (target->getType() == game::ObjectType::PLAYER) {
hostileColor = ImVec4(0.3f, 1.0f, 0.3f, 1.0f);
} else if (target->getType() == game::ObjectType::UNIT) {
auto u = std::static_pointer_cast<game::Unit>(target);
if (u->getHealth() == 0 && u->getMaxHealth() > 0) {
hostileColor = ImVec4(0.5f, 0.5f, 0.5f, 1.0f);
} else if (u->isInteractable()) {
hostileColor = ImVec4(0.3f, 1.0f, 0.3f, 1.0f);
} else {
hostileColor = ImVec4(1.0f, 0.2f, 0.2f, 1.0f);
}
}
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 4.0f);
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.1f, 0.1f, 0.1f, 0.85f));
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0.4f, 0.4f, 0.4f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(hostileColor.x * 0.8f, hostileColor.y * 0.8f, hostileColor.z * 0.8f, 1.0f));
if (ImGui::Begin("##TargetFrame", nullptr, flags)) {
// Entity name and type
std::string name = getEntityName(target);
ImVec4 nameColor;
switch (target->getType()) {
case game::ObjectType::PLAYER:
nameColor = ImVec4(0.3f, 1.0f, 0.3f, 1.0f); // Green
break;
case game::ObjectType::UNIT:
nameColor = ImVec4(1.0f, 1.0f, 0.3f, 1.0f); // Yellow
break;
default:
nameColor = ImVec4(0.7f, 0.7f, 0.7f, 1.0f);
break;
}
ImVec4 nameColor = hostileColor;
ImGui::TextColored(nameColor, "%s", name.c_str());