feat: enhance item tooltips with binding, description, speed, and spell effects

- Parse Bonding and Description fields from SMSG_ITEM_QUERY_SINGLE_RESPONSE
  (read after the 5 spell slots: bindType uint32, then description cstring)
- Add bindType and description to ItemQueryResponseData and ItemDef
- Propagate bindType and description through all 5 rebuildOnlineInventory paths
- Tooltip now shows: "Binds when picked up/equipped/used/quest item"
- Tooltip now shows weapon damage range ("X - Y Damage") and speed ("Speed 2.60")
  on same line, plus DPS in parentheses below
- Tooltip now shows spell effects ("Use: <SpellName>", "Equip: <SpellName>",
  "Chance on Hit: ...") using existing getSpellName() lookup
- Tooltip now shows item flavor/lore description in italic-style yellow text
This commit is contained in:
Kelsi 2026-03-10 16:47:55 -07:00
parent f53f16a59b
commit 76bd6b409e
5 changed files with 64 additions and 3 deletions

View file

@ -1718,6 +1718,15 @@ void InventoryScreen::renderItemTooltip(const game::ItemDef& item, const game::I
ImGui::TextColored(ImVec4(1.0f, 1.0f, 1.0f, 0.7f), "Item Level %u", item.itemLevel);
}
// Binding type
switch (item.bindType) {
case 1: ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Binds when picked up"); break;
case 2: ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Binds when equipped"); break;
case 3: ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Binds when used"); break;
case 4: ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Quest Item"); break;
default: break;
}
if (item.itemId == 6948 && gameHandler_) {
uint32_t mapId = 0;
glm::vec3 pos;
@ -1793,13 +1802,15 @@ void InventoryScreen::renderItemTooltip(const game::ItemDef& item, const game::I
};
const bool isWeapon = isWeaponInventoryType(item.inventoryType);
// Compact stats view for weapons: DPS + condensed stat bonuses.
// Non-weapons keep armor/sell info visible.
// Compact stats view for weapons: damage range + speed + DPS
ImVec4 green(0.0f, 1.0f, 0.0f, 1.0f);
if (isWeapon && item.damageMax > 0.0f && item.delayMs > 0) {
float speed = static_cast<float>(item.delayMs) / 1000.0f;
float dps = ((item.damageMin + item.damageMax) * 0.5f) / speed;
ImGui::Text("%.1f DPS", dps);
ImGui::Text("%.0f - %.0f Damage", item.damageMin, item.damageMax);
ImGui::SameLine(160.0f);
ImGui::TextDisabled("Speed %.2f", speed);
ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "(%.1f damage per second)", dps);
}
// Armor appears before stat bonuses — matches WoW tooltip order
@ -1834,6 +1845,38 @@ void InventoryScreen::renderItemTooltip(const game::ItemDef& item, const game::I
ImGui::TextColored(durColor, "Durability %u / %u",
item.curDurability, item.maxDurability);
}
// Item spell effects (Use/Equip/Chance on Hit)
if (gameHandler_) {
auto* info = gameHandler_->getItemInfo(item.itemId);
if (info) {
for (const auto& sp : info->spells) {
if (sp.spellId == 0) continue;
const char* trigger = nullptr;
switch (sp.spellTrigger) {
case 0: trigger = "Use"; break;
case 1: trigger = "Equip"; break;
case 2: trigger = "Chance on Hit"; break;
case 6: trigger = "Soulstone"; break;
default: break;
}
if (!trigger) continue;
const std::string& spName = gameHandler_->getSpellName(sp.spellId);
if (!spName.empty()) {
ImGui::TextColored(ImVec4(0.0f, 0.8f, 1.0f, 1.0f),
"%s: %s", trigger, spName.c_str());
} else {
ImGui::TextColored(ImVec4(0.0f, 0.8f, 1.0f, 1.0f),
"%s: Spell #%u", trigger, sp.spellId);
}
}
}
}
// Flavor / lore text (italic yellow in WoW, just yellow here)
if (!item.description.empty()) {
ImGui::TextColored(ImVec4(1.0f, 0.9f, 0.5f, 0.9f), "\"%s\"", item.description.c_str());
}
if (item.sellPrice > 0) {
uint32_t g = item.sellPrice / 10000;
uint32_t s = (item.sellPrice / 100) % 100;