feat: show skill, reputation, class and race requirements in chat link tooltips

Chat item link tooltips now match InventoryScreen for required-skill
(SkillLine.dbc), required-reputation (Faction.dbc), class restriction,
and race restriction. Red text when the player does not meet the
requirement, grey otherwise.
This commit is contained in:
Kelsi 2026-03-17 16:47:33 -07:00
parent dab03f2729
commit 7e6de75e8a

View file

@ -1649,6 +1649,138 @@ void GameScreen::renderChatWindow(game::GameHandler& gameHandler) {
// Required level
if (info->requiredLevel > 1)
ImGui::TextDisabled("Requires Level %u", info->requiredLevel);
// Required skill (e.g. "Requires Blacksmithing (300)")
if (info->requiredSkill != 0 && info->requiredSkillRank > 0) {
static std::unordered_map<uint32_t, std::string> s_skillNames;
static bool s_skillNamesLoaded = false;
if (!s_skillNamesLoaded && assetMgr) {
s_skillNamesLoaded = true;
auto dbc = assetMgr->loadDBC("SkillLine.dbc");
if (dbc && dbc->isLoaded()) {
const auto* layout = pipeline::getActiveDBCLayout()
? pipeline::getActiveDBCLayout()->getLayout("SkillLine") : nullptr;
uint32_t idF = layout ? (*layout)["ID"] : 0u;
uint32_t nameF = layout ? (*layout)["Name"] : 2u;
for (uint32_t r = 0; r < dbc->getRecordCount(); ++r) {
uint32_t sid = dbc->getUInt32(r, idF);
if (!sid) continue;
std::string sname = dbc->getString(r, nameF);
if (!sname.empty()) s_skillNames[sid] = std::move(sname);
}
}
}
uint32_t playerSkillVal = 0;
const auto& skills = gameHandler.getPlayerSkills();
auto skPit = skills.find(info->requiredSkill);
if (skPit != skills.end()) playerSkillVal = skPit->second.effectiveValue();
bool meetsSkill = (playerSkillVal == 0 || playerSkillVal >= info->requiredSkillRank);
ImVec4 skColor = meetsSkill ? ImVec4(1.0f, 1.0f, 1.0f, 0.75f) : ImVec4(1.0f, 0.5f, 0.5f, 1.0f);
auto skIt = s_skillNames.find(info->requiredSkill);
if (skIt != s_skillNames.end())
ImGui::TextColored(skColor, "Requires %s (%u)", skIt->second.c_str(), info->requiredSkillRank);
else
ImGui::TextColored(skColor, "Requires Skill %u (%u)", info->requiredSkill, info->requiredSkillRank);
}
// Required reputation (e.g. "Requires Exalted with Argent Dawn")
if (info->requiredReputationFaction != 0 && info->requiredReputationRank > 0) {
static std::unordered_map<uint32_t, std::string> s_factionNames;
static bool s_factionNamesLoaded = false;
if (!s_factionNamesLoaded && assetMgr) {
s_factionNamesLoaded = true;
auto dbc = assetMgr->loadDBC("Faction.dbc");
if (dbc && dbc->isLoaded()) {
const auto* layout = pipeline::getActiveDBCLayout()
? pipeline::getActiveDBCLayout()->getLayout("Faction") : nullptr;
uint32_t idF = layout ? (*layout)["ID"] : 0u;
uint32_t nameF = layout ? (*layout)["Name"] : 20u;
for (uint32_t r = 0; r < dbc->getRecordCount(); ++r) {
uint32_t fid = dbc->getUInt32(r, idF);
if (!fid) continue;
std::string fname = dbc->getString(r, nameF);
if (!fname.empty()) s_factionNames[fid] = std::move(fname);
}
}
}
static const char* kRepRankNames[] = {
"Hated", "Hostile", "Unfriendly", "Neutral",
"Friendly", "Honored", "Revered", "Exalted"
};
const char* rankName = (info->requiredReputationRank < 8)
? kRepRankNames[info->requiredReputationRank] : "Unknown";
auto fIt = s_factionNames.find(info->requiredReputationFaction);
ImGui::TextColored(ImVec4(1.0f, 1.0f, 1.0f, 0.75f), "Requires %s with %s",
rankName,
fIt != s_factionNames.end() ? fIt->second.c_str() : "Unknown Faction");
}
// Class restriction (e.g. "Classes: Paladin, Warrior")
if (info->allowableClass != 0) {
static const struct { uint32_t mask; const char* name; } kClasses[] = {
{ 1, "Warrior" },
{ 2, "Paladin" },
{ 4, "Hunter" },
{ 8, "Rogue" },
{ 16, "Priest" },
{ 32, "Death Knight" },
{ 64, "Shaman" },
{ 128, "Mage" },
{ 256, "Warlock" },
{ 1024, "Druid" },
};
int matchCount = 0;
for (const auto& kc : kClasses)
if (info->allowableClass & kc.mask) ++matchCount;
if (matchCount > 0 && matchCount < 10) {
char classBuf[128] = "Classes: ";
bool first = true;
for (const auto& kc : kClasses) {
if (!(info->allowableClass & kc.mask)) continue;
if (!first) strncat(classBuf, ", ", sizeof(classBuf) - strlen(classBuf) - 1);
strncat(classBuf, kc.name, sizeof(classBuf) - strlen(classBuf) - 1);
first = false;
}
uint8_t pc = gameHandler.getPlayerClass();
uint32_t pmask = (pc > 0 && pc <= 10) ? (1u << (pc - 1)) : 0u;
bool playerAllowed = (pmask == 0 || (info->allowableClass & pmask));
ImVec4 clColor = playerAllowed ? ImVec4(1.0f, 1.0f, 1.0f, 0.75f) : ImVec4(1.0f, 0.5f, 0.5f, 1.0f);
ImGui::TextColored(clColor, "%s", classBuf);
}
}
// Race restriction (e.g. "Races: Night Elf, Human")
if (info->allowableRace != 0) {
static const struct { uint32_t mask; const char* name; } kRaces[] = {
{ 1, "Human" },
{ 2, "Orc" },
{ 4, "Dwarf" },
{ 8, "Night Elf" },
{ 16, "Undead" },
{ 32, "Tauren" },
{ 64, "Gnome" },
{ 128, "Troll" },
{ 512, "Blood Elf" },
{ 1024, "Draenei" },
};
constexpr uint32_t kAllPlayable = 1|2|4|8|16|32|64|128|512|1024;
if ((info->allowableRace & kAllPlayable) != kAllPlayable) {
int matchCount = 0;
for (const auto& kr : kRaces)
if (info->allowableRace & kr.mask) ++matchCount;
if (matchCount > 0) {
char raceBuf[160] = "Races: ";
bool first = true;
for (const auto& kr : kRaces) {
if (!(info->allowableRace & kr.mask)) continue;
if (!first) strncat(raceBuf, ", ", sizeof(raceBuf) - strlen(raceBuf) - 1);
strncat(raceBuf, kr.name, sizeof(raceBuf) - strlen(raceBuf) - 1);
first = false;
}
uint8_t pr = gameHandler.getPlayerRace();
uint32_t pmask = (pr > 0 && pr <= 11) ? (1u << (pr - 1)) : 0u;
bool playerAllowed = (pmask == 0 || (info->allowableRace & pmask));
ImVec4 rColor = playerAllowed ? ImVec4(1.0f, 1.0f, 1.0f, 0.75f) : ImVec4(1.0f, 0.5f, 0.5f, 1.0f);
ImGui::TextColored(rColor, "%s", raceBuf);
}
}
}
// Flavor / lore text (shown in gold italic in WoW, use a yellow-ish dim color here)
if (!info->description.empty()) {
ImGui::Spacing();