mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
Fix shutdown hangs, bank bag icons/drag-drop, loading screen progress, and login spawn
- Fix shutdown hang: skip vmaDestroyAllocator (walked thousands of allocations), replace unsafe pthread_timedjoin_np with plain join + early-exit checks in workers - Bank window: full icon rendering, click-and-hold pickup (0.10s), drag-drop for all bank slots including bank bag equip slots, same-slot drop detection - Loading screen: process one tile per frame for live progress updates - Camera reset: trust server position in online mode to avoid spawning under WMOs - Fix PLAYER_BYTES/PLAYER_BYTES_2 field indices, preserve purchasedBankBagSlots across inventory rebuilds, fix bank slot purchase result codes
This commit is contained in:
parent
804b947203
commit
a559d5944b
14 changed files with 489 additions and 146 deletions
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@ -18,8 +18,8 @@
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"UNIT_FIELD_RESISTANCES": 99,
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"UNIT_END": 148,
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"PLAYER_FLAGS": 150,
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"PLAYER_BYTES": 151,
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"PLAYER_BYTES_2": 152,
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"PLAYER_BYTES": 153,
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"PLAYER_BYTES_2": 154,
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"PLAYER_XP": 634,
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"PLAYER_NEXT_LEVEL_XP": 635,
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"PLAYER_FIELD_COINAGE": 1170,
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@ -89,8 +89,11 @@ public:
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const ItemSlot& getBankBagSlot(int bagIndex, int slotIndex) const;
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bool setBankBagSlot(int bagIndex, int slotIndex, const ItemDef& item);
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bool clearBankBagSlot(int bagIndex, int slotIndex);
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int getBankBagSize(int bagIndex) const;
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void setBankBagSize(int bagIndex, int size);
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const ItemSlot& getBankBagItem(int bagIndex) const;
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void setBankBagItem(int bagIndex, const ItemDef& item);
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uint8_t getPurchasedBankBagSlots() const { return purchasedBankBagSlots_; }
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void setPurchasedBankBagSlots(uint8_t count) { purchasedBankBagSlots_ = count; }
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@ -111,6 +114,7 @@ private:
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struct BagData {
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int size = 0;
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ItemSlot bagItem; // The bag item itself (for icon/name/tooltip)
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std::array<ItemSlot, MAX_BAG_SIZE> slots{};
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};
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std::array<BagData, NUM_BAG_SLOTS> bags{};
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@ -212,6 +212,7 @@ public:
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* Unload all tiles
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*/
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void unloadAll();
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void stopWorkers(); // Stop worker threads without restarting (for shutdown)
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void softReset(); // Clear tile data without stopping worker threads (non-blocking)
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/**
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@ -262,6 +263,9 @@ public:
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/** Process all ready tiles immediately (use during loading screens) */
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void processAllReadyTiles();
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/** Process one ready tile (for loading screens with per-tile progress updates) */
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void processOneReadyTile();
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private:
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/**
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* Get tile coordinates from GL world position
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@ -118,11 +118,14 @@ private:
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// Drag-and-drop held item state
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bool holdingItem = false;
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game::ItemDef heldItem;
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enum class HeldSource { NONE, BACKPACK, BAG, EQUIPMENT };
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enum class HeldSource { NONE, BACKPACK, BAG, EQUIPMENT, BANK, BANK_BAG, BANK_BAG_EQUIP };
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HeldSource heldSource = HeldSource::NONE;
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int heldBackpackIndex = -1;
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int heldBagIndex = -1;
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int heldBagSlotIndex = -1;
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int heldBankIndex = -1;
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int heldBankBagIndex = -1;
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int heldBankBagSlotIndex = -1;
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game::EquipSlot heldEquipSlot = game::EquipSlot::NUM_SLOTS;
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// Slot rendering with interaction support
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@ -136,7 +139,7 @@ private:
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int pickupBagIndex_ = -1;
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int pickupBagSlotIndex_ = -1;
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game::EquipSlot pickupEquipSlot_ = game::EquipSlot::NUM_SLOTS;
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static constexpr float kPickupHoldThreshold = 0.12f; // seconds
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static constexpr float kPickupHoldThreshold = 0.10f; // seconds
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void renderSeparateBags(game::Inventory& inventory, uint64_t moneyCopper);
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void renderAggregateBags(game::Inventory& inventory, uint64_t moneyCopper);
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@ -186,6 +189,12 @@ public:
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bool dropHeldItemToEquipSlot(game::Inventory& inv, game::EquipSlot slot);
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/// Drop the currently held item into a bank slot via CMSG_SWAP_ITEM.
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void dropIntoBankSlot(game::GameHandler& gh, uint8_t dstBag, uint8_t dstSlot);
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/// Pick up an item from main bank slot (click-and-hold from bank window).
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void pickupFromBank(game::Inventory& inv, int bankIndex);
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/// Pick up an item from a bank bag slot (click-and-hold from bank window).
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void pickupFromBankBag(game::Inventory& inv, int bagIndex, int slotIndex);
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/// Pick up a bag from a bank bag equip slot (click-and-hold from bank window).
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void pickupFromBankBagEquip(game::Inventory& inv, int bagIndex);
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};
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} // namespace ui
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@ -421,34 +421,43 @@ void Application::run() {
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}
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void Application::shutdown() {
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LOG_INFO("Shutting down application");
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LOG_WARNING("Shutting down application...");
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// Save floor cache before renderer is destroyed
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if (renderer && renderer->getWMORenderer()) {
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size_t cacheSize = renderer->getWMORenderer()->getFloorCacheSize();
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if (cacheSize > 0) {
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LOG_INFO("Saving WMO floor cache (", cacheSize, " entries)...");
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LOG_WARNING("Saving WMO floor cache (", cacheSize, " entries)...");
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renderer->getWMORenderer()->saveFloorCache();
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LOG_WARNING("Floor cache saved.");
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}
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}
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// Explicitly shut down the renderer before destroying it — this ensures
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// all sub-renderers free their VMA allocations in the correct order,
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// before VkContext::shutdown() calls vmaDestroyAllocator().
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LOG_WARNING("Shutting down renderer...");
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if (renderer) {
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renderer->shutdown();
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}
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LOG_WARNING("Renderer shutdown complete, resetting...");
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renderer.reset();
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LOG_WARNING("Resetting world...");
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world.reset();
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LOG_WARNING("Resetting gameHandler...");
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gameHandler.reset();
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LOG_WARNING("Resetting authHandler...");
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authHandler.reset();
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LOG_WARNING("Resetting assetManager...");
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assetManager.reset();
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LOG_WARNING("Resetting uiManager...");
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uiManager.reset();
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LOG_WARNING("Resetting window...");
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window.reset();
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running = false;
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LOG_INFO("Application shutdown complete");
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LOG_WARNING("Application shutdown complete");
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}
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void Application::setState(AppState newState) {
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@ -3335,8 +3344,8 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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auto startTime = std::chrono::high_resolution_clock::now();
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auto lastProgressTime = startTime;
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const float maxWaitSeconds = 20.0f;
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const float stallSeconds = 5.0f;
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const float maxWaitSeconds = 60.0f;
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const float stallSeconds = 10.0f;
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int initialRemaining = terrainMgr->getRemainingTileCount();
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if (initialRemaining < 1) initialRemaining = 1;
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int lastRemaining = initialRemaining;
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@ -3362,28 +3371,43 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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}
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}
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// Trigger new streaming and process ALL ready tiles (not just 2)
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// Trigger new streaming — enqueue tiles for background workers
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terrainMgr->update(*camera, 0.016f);
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terrainMgr->processAllReadyTiles();
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if (loadingScreenOk) {
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// Process ONE tile per iteration so loading screen updates after each
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terrainMgr->processOneReadyTile();
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int remaining = terrainMgr->getRemainingTileCount();
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int loaded = terrainMgr->getLoadedTileCount();
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float tileProgress = static_cast<float>(initialRemaining - remaining) / initialRemaining;
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if (tileProgress < 0.0f) tileProgress = 0.0f;
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int total = loaded + remaining;
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if (total < 1) total = 1;
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float tileProgress = static_cast<float>(loaded) / static_cast<float>(total);
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float progress = 0.35f + tileProgress * 0.50f;
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char buf[128];
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snprintf(buf, sizeof(buf), "Loading terrain... %d tiles loaded, %d remaining",
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loaded, remaining);
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auto now = std::chrono::high_resolution_clock::now();
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float elapsedSec = std::chrono::duration<float>(now - startTime).count();
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char buf[192];
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if (loaded > 0 && remaining > 0) {
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float tilesPerSec = static_cast<float>(loaded) / std::max(elapsedSec, 0.1f);
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float etaSec = static_cast<float>(remaining) / std::max(tilesPerSec, 0.1f);
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snprintf(buf, sizeof(buf), "Loading terrain... %d / %d tiles (%.0f tiles/s, ~%.0fs remaining)",
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loaded, total, tilesPerSec, etaSec);
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} else {
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snprintf(buf, sizeof(buf), "Loading terrain... %d / %d tiles",
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loaded, total);
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}
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if (loadingScreenOk) {
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loadingScreen.setStatus(buf);
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loadingScreen.setProgress(progress);
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loadingScreen.render();
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window->swapBuffers();
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}
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if (remaining != lastRemaining) {
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lastRemaining = remaining;
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lastProgressTime = std::chrono::high_resolution_clock::now();
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}
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lastProgressTime = now;
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}
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auto elapsed = std::chrono::high_resolution_clock::now() - startTime;
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@ -3398,16 +3422,22 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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break;
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}
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// Don't sleep if there are more tiles to finalize — keep processing
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if (remaining > 0 && terrainMgr->getReadyQueueCount() == 0) {
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SDL_Delay(16);
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}
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}
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LOG_INFO("Online terrain streaming complete: ", terrainMgr->getLoadedTileCount(), " tiles loaded");
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// Load/precompute collision cache
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if (renderer->getWMORenderer()) {
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showProgress("Building collision cache...", 0.88f);
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if (loadingScreenOk) { loadingScreen.render(); window->swapBuffers(); }
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renderer->getWMORenderer()->loadFloorCache();
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if (renderer->getWMORenderer()->getFloorCacheSize() == 0) {
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showProgress("Computing walkable surfaces...", 0.90f);
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if (loadingScreenOk) { loadingScreen.render(); window->swapBuffers(); }
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renderer->getWMORenderer()->precomputeFloorCache();
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}
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}
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@ -94,19 +94,22 @@ bool Window::initialize() {
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}
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void Window::shutdown() {
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LOG_WARNING("Window::shutdown - vkContext...");
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if (vkContext) {
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vkContext->shutdown();
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vkContext.reset();
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}
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LOG_WARNING("Window::shutdown - SDL_DestroyWindow...");
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if (window) {
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SDL_DestroyWindow(window);
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window = nullptr;
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}
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LOG_WARNING("Window::shutdown - SDL_Quit...");
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SDL_Vulkan_UnloadLibrary();
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SDL_Quit();
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LOG_INFO("Window shutdown complete");
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LOG_WARNING("Window shutdown complete");
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}
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void Window::pollEvents() {
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@ -5233,6 +5233,8 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
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}
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else if (ufPBytes2 != 0xFFFF && key == ufPBytes2) {
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uint8_t bankBagSlots = static_cast<uint8_t>((val >> 16) & 0xFF);
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LOG_WARNING("PLAYER_BYTES_2 (CREATE): raw=0x", std::hex, val, std::dec,
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" bankBagSlots=", static_cast<int>(bankBagSlots));
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inventory.setPurchasedBankBagSlots(bankBagSlots);
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}
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// Do not synthesize quest-log entries from raw update-field slots.
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@ -5535,6 +5537,8 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
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}
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else if (ufPBytes2v != 0xFFFF && key == ufPBytes2v) {
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uint8_t bankBagSlots = static_cast<uint8_t>((val >> 16) & 0xFF);
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LOG_WARNING("PLAYER_BYTES_2 (VALUES): raw=0x", std::hex, val, std::dec,
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" bankBagSlots=", static_cast<int>(bankBagSlots));
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inventory.setPurchasedBankBagSlots(bankBagSlots);
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}
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else if (key == ufPlayerFlags) {
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@ -7707,7 +7711,9 @@ void GameHandler::extractContainerFields(uint64_t containerGuid, const std::map<
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void GameHandler::rebuildOnlineInventory() {
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uint8_t savedBankBagSlots = inventory.getPurchasedBankBagSlots();
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inventory = Inventory();
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inventory.setPurchasedBankBagSlots(savedBankBagSlots);
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// Equipment slots
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for (int i = 0; i < 23; i++) {
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@ -7910,14 +7916,31 @@ void GameHandler::rebuildOnlineInventory() {
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if (contIt != containerContents_.end()) {
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numSlots = static_cast<int>(contIt->second.numSlots);
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}
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if (numSlots <= 0) {
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// Populate the bag item itself (for icon/name in the bank bag equip slot)
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auto bagItemIt = onlineItems_.find(bagGuid);
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if (bagItemIt != onlineItems_.end()) {
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if (numSlots <= 0) {
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auto bagInfoIt = itemInfoCache_.find(bagItemIt->second.entry);
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if (bagInfoIt != itemInfoCache_.end()) {
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numSlots = bagInfoIt->second.containerSlots;
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}
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}
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ItemDef bagDef;
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bagDef.itemId = bagItemIt->second.entry;
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bagDef.stackCount = 1;
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bagDef.inventoryType = 18; // bag
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auto bagInfoIt = itemInfoCache_.find(bagItemIt->second.entry);
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if (bagInfoIt != itemInfoCache_.end()) {
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bagDef.name = bagInfoIt->second.name;
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bagDef.quality = static_cast<ItemQuality>(bagInfoIt->second.quality);
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bagDef.displayInfoId = bagInfoIt->second.displayInfoId;
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bagDef.bagSlots = bagInfoIt->second.containerSlots;
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} else {
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bagDef.name = "Bag";
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queryItemInfo(bagDef.itemId, bagGuid);
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}
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inventory.setBankBagItem(bagIdx, bagDef);
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}
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if (numSlots <= 0) continue;
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@ -13673,7 +13696,12 @@ void GameHandler::closeBank() {
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}
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void GameHandler::buyBankSlot() {
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if (!isConnected() || !bankOpen_) return;
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if (!isConnected() || !bankOpen_) {
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LOG_WARNING("buyBankSlot: not connected or bank not open");
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return;
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}
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LOG_WARNING("buyBankSlot: sending CMSG_BUY_BANK_SLOT banker=0x", std::hex, bankerGuid_, std::dec,
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" purchased=", static_cast<int>(inventory.getPurchasedBankBagSlots()));
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auto pkt = BuyBankSlotPacket::build(bankerGuid_);
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socket->send(pkt);
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}
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@ -13698,17 +13726,33 @@ void GameHandler::handleShowBank(network::Packet& packet) {
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// Bank items are already tracked via update fields (bank slot GUIDs)
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// Trigger rebuild to populate bank slots in inventory
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rebuildOnlineInventory();
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LOG_INFO("SMSG_SHOW_BANK: banker=0x", std::hex, bankerGuid_, std::dec);
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// Count bank bags that actually have items/containers
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int filledBags = 0;
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for (int i = 0; i < effectiveBankBagSlots_; i++) {
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if (inventory.getBankBagSize(i) > 0) filledBags++;
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}
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LOG_WARNING("SMSG_SHOW_BANK: banker=0x", std::hex, bankerGuid_, std::dec,
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" purchased=", static_cast<int>(inventory.getPurchasedBankBagSlots()),
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" filledBags=", filledBags,
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" effectiveBankBagSlots=", effectiveBankBagSlots_);
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}
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void GameHandler::handleBuyBankSlotResult(network::Packet& packet) {
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if (packet.getSize() - packet.getReadPos() < 4) return;
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uint32_t result = packet.readUInt32();
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if (result == 0) {
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LOG_WARNING("SMSG_BUY_BANK_SLOT_RESULT: result=", result);
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// AzerothCore/TrinityCore: 0=TOO_MANY, 1=INSUFFICIENT_FUNDS, 2=NOT_BANKER, 3=OK
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if (result == 3) {
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addSystemChatMessage("Bank slot purchased.");
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inventory.setPurchasedBankBagSlots(inventory.getPurchasedBankBagSlots() + 1);
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} else if (result == 1) {
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addSystemChatMessage("Not enough gold to purchase bank slot.");
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} else if (result == 0) {
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addSystemChatMessage("No more bank slots available.");
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} else if (result == 2) {
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addSystemChatMessage("You must be at a banker to purchase bank slots.");
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} else {
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addSystemChatMessage("Cannot purchase bank slot.");
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addSystemChatMessage("Cannot purchase bank slot (error " + std::to_string(result) + ").");
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}
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}
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@ -105,6 +105,13 @@ bool Inventory::setBankBagSlot(int bagIndex, int slotIndex, const ItemDef& item)
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return true;
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}
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bool Inventory::clearBankBagSlot(int bagIndex, int slotIndex) {
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if (bagIndex < 0 || bagIndex >= BANK_BAG_SLOTS) return false;
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if (slotIndex < 0 || slotIndex >= bankBags_[bagIndex].size) return false;
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bankBags_[bagIndex].slots[slotIndex].item = ItemDef{};
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return true;
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}
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int Inventory::getBankBagSize(int bagIndex) const {
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if (bagIndex < 0 || bagIndex >= BANK_BAG_SLOTS) return 0;
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return bankBags_[bagIndex].size;
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@ -115,6 +122,17 @@ void Inventory::setBankBagSize(int bagIndex, int size) {
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bankBags_[bagIndex].size = std::min(size, MAX_BAG_SIZE);
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}
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const ItemSlot& Inventory::getBankBagItem(int bagIndex) const {
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static const ItemSlot EMPTY_SLOT;
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if (bagIndex < 0 || bagIndex >= BANK_BAG_SLOTS) return EMPTY_SLOT;
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return bankBags_[bagIndex].bagItem;
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}
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void Inventory::setBankBagItem(int bagIndex, const ItemDef& item) {
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if (bagIndex < 0 || bagIndex >= BANK_BAG_SLOTS) return;
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bankBags_[bagIndex].bagItem.item = item;
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}
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void Inventory::swapBagContents(int bagA, int bagB) {
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if (bagA < 0 || bagA >= NUM_BAG_SLOTS || bagB < 0 || bagB >= NUM_BAG_SLOTS) return;
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if (bagA == bagB) return;
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@ -1756,15 +1756,47 @@ void CameraController::reset() {
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return h;
|
||||
};
|
||||
|
||||
// In online mode, try to snap to a nearby floor but fall back to the server
|
||||
// position when no WMO floor is found (e.g. WMO not loaded yet in cities).
|
||||
// This prevents spawning under WMO cities like Stormwind.
|
||||
if (onlineMode) {
|
||||
auto h = evalFloorAt(spawnPos.x, spawnPos.y, spawnPos.z);
|
||||
if (h && std::abs(*h - spawnPos.z) < 16.0f) {
|
||||
spawnPos.z = *h + 0.05f;
|
||||
}
|
||||
// else: keep server Z as-is
|
||||
lastGroundZ = spawnPos.z - 0.05f;
|
||||
|
||||
camera->setRotation(yaw, pitch);
|
||||
glm::vec3 forward3D = camera->getForward();
|
||||
|
||||
if (thirdPerson && followTarget) {
|
||||
*followTarget = spawnPos;
|
||||
currentDistance = userTargetDistance;
|
||||
collisionDistance = currentDistance;
|
||||
float mountedOffset = mounted_ ? mountHeightOffset_ : 0.0f;
|
||||
glm::vec3 pivot = spawnPos + glm::vec3(0.0f, 0.0f, PIVOT_HEIGHT + mountedOffset);
|
||||
glm::vec3 camDir = -forward3D;
|
||||
glm::vec3 camPos = pivot + camDir * currentDistance;
|
||||
smoothedCamPos = camPos;
|
||||
camera->setPosition(camPos);
|
||||
} else {
|
||||
spawnPos.z += eyeHeight;
|
||||
smoothedCamPos = spawnPos;
|
||||
camera->setPosition(spawnPos);
|
||||
}
|
||||
|
||||
LOG_INFO("Camera reset to server position (online mode)");
|
||||
return;
|
||||
}
|
||||
|
||||
// Search nearby for a stable, non-steep spawn floor to avoid waterfall/ledge spawns.
|
||||
// In online mode, use a tight search radius since the server dictates position.
|
||||
float bestScore = std::numeric_limits<float>::max();
|
||||
glm::vec3 bestPos = spawnPos;
|
||||
bool foundBest = false;
|
||||
constexpr float radiiOffline[] = {0.0f, 6.0f, 12.0f, 18.0f, 24.0f, 32.0f};
|
||||
constexpr float radiiOnline[] = {0.0f, 2.0f};
|
||||
const float* radii = onlineMode ? radiiOnline : radiiOffline;
|
||||
const int radiiCount = onlineMode ? 2 : 6;
|
||||
const float* radii = radiiOffline;
|
||||
const int radiiCount = 6;
|
||||
constexpr int ANGLES = 16;
|
||||
constexpr float PI = 3.14159265f;
|
||||
for (int ri = 0; ri < radiiCount; ri++) {
|
||||
|
|
|
|||
|
|
@ -726,31 +726,38 @@ bool Renderer::initialize(core::Window* win) {
|
|||
}
|
||||
|
||||
void Renderer::shutdown() {
|
||||
LOG_WARNING("Renderer::shutdown - terrainManager stopWorkers...");
|
||||
if (terrainManager) {
|
||||
terrainManager->unloadAll();
|
||||
terrainManager->stopWorkers();
|
||||
LOG_WARNING("Renderer::shutdown - terrainManager reset...");
|
||||
terrainManager.reset();
|
||||
}
|
||||
|
||||
LOG_WARNING("Renderer::shutdown - terrainRenderer...");
|
||||
if (terrainRenderer) {
|
||||
terrainRenderer->shutdown();
|
||||
terrainRenderer.reset();
|
||||
}
|
||||
|
||||
LOG_WARNING("Renderer::shutdown - waterRenderer...");
|
||||
if (waterRenderer) {
|
||||
waterRenderer->shutdown();
|
||||
waterRenderer.reset();
|
||||
}
|
||||
|
||||
LOG_WARNING("Renderer::shutdown - minimap...");
|
||||
if (minimap) {
|
||||
minimap->shutdown();
|
||||
minimap.reset();
|
||||
}
|
||||
|
||||
LOG_WARNING("Renderer::shutdown - worldMap...");
|
||||
if (worldMap) {
|
||||
worldMap->shutdown();
|
||||
worldMap.reset();
|
||||
}
|
||||
|
||||
LOG_WARNING("Renderer::shutdown - skySystem...");
|
||||
if (skySystem) {
|
||||
skySystem->shutdown();
|
||||
skySystem.reset();
|
||||
|
|
@ -772,34 +779,41 @@ void Renderer::shutdown() {
|
|||
swimEffects.reset();
|
||||
}
|
||||
|
||||
LOG_WARNING("Renderer::shutdown - characterRenderer...");
|
||||
if (characterRenderer) {
|
||||
characterRenderer->shutdown();
|
||||
characterRenderer.reset();
|
||||
}
|
||||
|
||||
LOG_WARNING("Renderer::shutdown - wmoRenderer...");
|
||||
if (wmoRenderer) {
|
||||
wmoRenderer->shutdown();
|
||||
wmoRenderer.reset();
|
||||
}
|
||||
|
||||
LOG_WARNING("Renderer::shutdown - m2Renderer...");
|
||||
if (m2Renderer) {
|
||||
m2Renderer->shutdown();
|
||||
m2Renderer.reset();
|
||||
}
|
||||
|
||||
LOG_WARNING("Renderer::shutdown - musicManager...");
|
||||
if (musicManager) {
|
||||
musicManager->shutdown();
|
||||
musicManager.reset();
|
||||
}
|
||||
LOG_WARNING("Renderer::shutdown - footstepManager...");
|
||||
if (footstepManager) {
|
||||
footstepManager->shutdown();
|
||||
footstepManager.reset();
|
||||
}
|
||||
LOG_WARNING("Renderer::shutdown - activitySoundManager...");
|
||||
if (activitySoundManager) {
|
||||
activitySoundManager->shutdown();
|
||||
activitySoundManager.reset();
|
||||
}
|
||||
|
||||
LOG_WARNING("Renderer::shutdown - AudioEngine...");
|
||||
// Shutdown AudioEngine singleton
|
||||
audio::AudioEngine::instance().shutdown();
|
||||
|
||||
|
|
|
|||
|
|
@ -129,17 +129,7 @@ TerrainManager::TerrainManager() {
|
|||
}
|
||||
|
||||
TerrainManager::~TerrainManager() {
|
||||
// Stop worker thread before cleanup (containers clean up via destructors)
|
||||
if (workerRunning.load()) {
|
||||
workerRunning.store(false);
|
||||
queueCV.notify_all();
|
||||
for (auto& t : workerThreads) {
|
||||
if (t.joinable()) {
|
||||
t.join();
|
||||
}
|
||||
}
|
||||
workerThreads.clear();
|
||||
}
|
||||
stopWorkers();
|
||||
}
|
||||
|
||||
bool TerrainManager::initialize(pipeline::AssetManager* assets, TerrainRenderer* renderer) {
|
||||
|
|
@ -276,6 +266,9 @@ std::shared_ptr<PendingTile> TerrainManager::prepareTile(int x, int y) {
|
|||
|
||||
LOG_DEBUG("Preparing tile [", x, ",", y, "] (CPU work)");
|
||||
|
||||
// Early-exit check — worker should bail fast during shutdown
|
||||
if (!workerRunning.load()) return nullptr;
|
||||
|
||||
// Load ADT file
|
||||
std::string adtPath = getADTPath(coord);
|
||||
auto adtData = assetManager->readFile(adtPath);
|
||||
|
|
@ -294,6 +287,8 @@ std::shared_ptr<PendingTile> TerrainManager::prepareTile(int x, int y) {
|
|||
return nullptr;
|
||||
}
|
||||
|
||||
if (!workerRunning.load()) return nullptr;
|
||||
|
||||
// WotLK split ADTs can store placements in *_obj0.adt.
|
||||
// Merge object chunks so doodads/WMOs (including ground clutter) are available.
|
||||
std::string objPath = "World\\Maps\\" + mapName + "\\" + mapName + "_" +
|
||||
|
|
@ -362,6 +357,8 @@ std::shared_ptr<PendingTile> TerrainManager::prepareTile(int x, int y) {
|
|||
return nullptr;
|
||||
}
|
||||
|
||||
if (!workerRunning.load()) return nullptr;
|
||||
|
||||
auto pending = std::make_shared<PendingTile>();
|
||||
pending->coord = coord;
|
||||
pending->terrain = std::move(*terrainPtr);
|
||||
|
|
@ -412,6 +409,7 @@ std::shared_ptr<PendingTile> TerrainManager::prepareTile(int x, int y) {
|
|||
// Pre-load M2 doodads (CPU: read files, parse models)
|
||||
int skippedNameId = 0, skippedFileNotFound = 0, skippedInvalid = 0, skippedSkinNotFound = 0;
|
||||
for (const auto& placement : pending->terrain.doodadPlacements) {
|
||||
if (!workerRunning.load()) return nullptr;
|
||||
if (placement.nameId >= pending->terrain.doodadNames.size()) {
|
||||
skippedNameId++;
|
||||
continue;
|
||||
|
|
@ -460,9 +458,12 @@ std::shared_ptr<PendingTile> TerrainManager::prepareTile(int x, int y) {
|
|||
ensureGroundEffectTablesLoaded();
|
||||
generateGroundClutterPlacements(pending, preparedModelIds);
|
||||
|
||||
if (!workerRunning.load()) return nullptr;
|
||||
|
||||
// Pre-load WMOs (CPU: read files, parse models and groups)
|
||||
if (!pending->terrain.wmoPlacements.empty()) {
|
||||
for (const auto& placement : pending->terrain.wmoPlacements) {
|
||||
if (!workerRunning.load()) return nullptr;
|
||||
if (placement.nameId >= pending->terrain.wmoNames.size()) continue;
|
||||
|
||||
const std::string& wmoPath = pending->terrain.wmoNames[placement.nameId];
|
||||
|
|
@ -513,6 +514,7 @@ std::shared_ptr<PendingTile> TerrainManager::prepareTile(int x, int y) {
|
|||
);
|
||||
|
||||
// Pre-load WMO doodads (M2 models inside WMO)
|
||||
if (!workerRunning.load()) return nullptr;
|
||||
if (!wmoModel.doodadSets.empty() && !wmoModel.doodads.empty()) {
|
||||
glm::mat4 wmoMatrix(1.0f);
|
||||
wmoMatrix = glm::translate(wmoMatrix, pos);
|
||||
|
|
@ -636,6 +638,8 @@ std::shared_ptr<PendingTile> TerrainManager::prepareTile(int x, int y) {
|
|||
}
|
||||
}
|
||||
|
||||
if (!workerRunning.load()) return nullptr;
|
||||
|
||||
// Pre-load terrain texture BLP data on background thread so finalizeTile
|
||||
// doesn't block the main thread with file I/O.
|
||||
for (const auto& texPath : pending->terrain.textures) {
|
||||
|
|
@ -1068,6 +1072,28 @@ void TerrainManager::processAllReadyTiles() {
|
|||
}
|
||||
}
|
||||
|
||||
void TerrainManager::processOneReadyTile() {
|
||||
// Move ready tiles into finalizing deque
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(queueMutex);
|
||||
while (!readyQueue.empty()) {
|
||||
auto pending = readyQueue.front();
|
||||
readyQueue.pop();
|
||||
if (pending) {
|
||||
FinalizingTile ft;
|
||||
ft.pending = std::move(pending);
|
||||
finalizingTiles_.push_back(std::move(ft));
|
||||
}
|
||||
}
|
||||
}
|
||||
// Finalize ONE tile completely, then return so caller can update the screen
|
||||
if (!finalizingTiles_.empty()) {
|
||||
auto& ft = finalizingTiles_.front();
|
||||
while (!advanceFinalization(ft)) {}
|
||||
finalizingTiles_.pop_front();
|
||||
}
|
||||
}
|
||||
|
||||
std::shared_ptr<PendingTile> TerrainManager::getCachedTile(const TileCoord& coord) {
|
||||
std::lock_guard<std::mutex> lock(tileCacheMutex_);
|
||||
auto it = tileCache_.find(coord);
|
||||
|
|
@ -1237,6 +1263,29 @@ void TerrainManager::unloadTile(int x, int y) {
|
|||
loadedTiles.erase(it);
|
||||
}
|
||||
|
||||
void TerrainManager::stopWorkers() {
|
||||
if (!workerRunning.load()) {
|
||||
LOG_WARNING("stopWorkers: already stopped");
|
||||
return;
|
||||
}
|
||||
LOG_WARNING("stopWorkers: signaling ", workerThreads.size(), " workers to stop...");
|
||||
workerRunning.store(false);
|
||||
queueCV.notify_all();
|
||||
|
||||
// Workers check workerRunning at each I/O point in prepareTile() and bail
|
||||
// out quickly. Use plain join() which is safe with std::thread — no
|
||||
// pthread_timedjoin_np (which silently joins the pthread but leaves the
|
||||
// std::thread object thinking it's still joinable → std::terminate on dtor).
|
||||
for (size_t i = 0; i < workerThreads.size(); i++) {
|
||||
if (workerThreads[i].joinable()) {
|
||||
LOG_WARNING("stopWorkers: joining worker ", i, "...");
|
||||
workerThreads[i].join();
|
||||
}
|
||||
}
|
||||
workerThreads.clear();
|
||||
LOG_WARNING("stopWorkers: done");
|
||||
}
|
||||
|
||||
void TerrainManager::unloadAll() {
|
||||
// Signal worker threads to stop and wait briefly for them to finish.
|
||||
// Workers may be mid-prepareTile (reading MPQ / parsing ADT) which can
|
||||
|
|
@ -1245,29 +1294,8 @@ void TerrainManager::unloadAll() {
|
|||
workerRunning.store(false);
|
||||
queueCV.notify_all();
|
||||
|
||||
auto deadline = std::chrono::steady_clock::now() + std::chrono::milliseconds(500);
|
||||
for (auto& t : workerThreads) {
|
||||
if (!t.joinable()) continue;
|
||||
// Try a timed wait via polling — std::thread has no timed join.
|
||||
bool joined = false;
|
||||
while (std::chrono::steady_clock::now() < deadline) {
|
||||
// Check if thread finished by trying a native timed join
|
||||
#ifdef __linux__
|
||||
struct timespec ts;
|
||||
clock_gettime(CLOCK_REALTIME, &ts);
|
||||
ts.tv_nsec += 50000000; // 50ms
|
||||
if (ts.tv_nsec >= 1000000000) { ts.tv_sec++; ts.tv_nsec -= 1000000000; }
|
||||
if (pthread_timedjoin_np(t.native_handle(), nullptr, &ts) == 0) {
|
||||
joined = true;
|
||||
break;
|
||||
}
|
||||
#else
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(50));
|
||||
#endif
|
||||
}
|
||||
if (!joined && t.joinable()) {
|
||||
t.detach();
|
||||
}
|
||||
if (t.joinable()) t.join();
|
||||
}
|
||||
workerThreads.clear();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -50,10 +50,12 @@ bool VkContext::initialize(SDL_Window* window) {
|
|||
}
|
||||
|
||||
void VkContext::shutdown() {
|
||||
LOG_WARNING("VkContext::shutdown - vkDeviceWaitIdle...");
|
||||
if (device) {
|
||||
vkDeviceWaitIdle(device);
|
||||
}
|
||||
|
||||
LOG_WARNING("VkContext::shutdown - destroyImGuiResources...");
|
||||
destroyImGuiResources();
|
||||
|
||||
// Destroy sync objects
|
||||
|
|
@ -68,9 +70,16 @@ void VkContext::shutdown() {
|
|||
if (immFence) { vkDestroyFence(device, immFence, nullptr); immFence = VK_NULL_HANDLE; }
|
||||
if (immCommandPool) { vkDestroyCommandPool(device, immCommandPool, nullptr); immCommandPool = VK_NULL_HANDLE; }
|
||||
|
||||
LOG_WARNING("VkContext::shutdown - destroySwapchain...");
|
||||
destroySwapchain();
|
||||
|
||||
if (allocator) { vmaDestroyAllocator(allocator); allocator = VK_NULL_HANDLE; }
|
||||
// Skip vmaDestroyAllocator — it walks every allocation to free it, which
|
||||
// takes many seconds with thousands of loaded textures/models. The driver
|
||||
// reclaims all device memory when we destroy the device, and the OS reclaims
|
||||
// everything on process exit. Skipping this makes shutdown instant.
|
||||
allocator = VK_NULL_HANDLE;
|
||||
|
||||
LOG_WARNING("VkContext::shutdown - vkDestroyDevice...");
|
||||
if (device) { vkDestroyDevice(device, nullptr); device = VK_NULL_HANDLE; }
|
||||
if (surface) { vkDestroySurfaceKHR(instance, surface, nullptr); surface = VK_NULL_HANDLE; }
|
||||
|
||||
|
|
@ -83,7 +92,7 @@ void VkContext::shutdown() {
|
|||
|
||||
if (instance) { vkDestroyInstance(instance, nullptr); instance = VK_NULL_HANDLE; }
|
||||
|
||||
LOG_INFO("Vulkan context shutdown");
|
||||
LOG_WARNING("Vulkan context shutdown complete");
|
||||
}
|
||||
|
||||
bool VkContext::createInstance(SDL_Window* window) {
|
||||
|
|
|
|||
|
|
@ -7764,57 +7764,132 @@ void GameScreen::renderBankWindow(game::GameHandler& gameHandler) {
|
|||
}
|
||||
|
||||
auto& inv = gameHandler.getInventory();
|
||||
bool isHolding = inventoryScreen.isHoldingItem();
|
||||
constexpr float SLOT_SIZE = 42.0f;
|
||||
static constexpr float kBankPickupHold = 0.10f; // seconds
|
||||
// Persistent pickup tracking for bank (mirrors inventory_screen's pickupPending_)
|
||||
static bool bankPickupPending = false;
|
||||
static float bankPickupPressTime = 0.0f;
|
||||
static int bankPickupType = 0; // 0=main bank, 1=bank bag slot, 2=bank bag equip slot
|
||||
static int bankPickupIndex = -1;
|
||||
static int bankPickupBagIndex = -1;
|
||||
static int bankPickupBagSlotIndex = -1;
|
||||
|
||||
// Helper: render a bank item slot with icon, click-and-hold pickup, drop, tooltip
|
||||
auto renderBankItemSlot = [&](const game::ItemSlot& slot, int pickType, int mainIdx,
|
||||
int bagIdx, int bagSlotIdx, uint8_t dstBag, uint8_t dstSlot) {
|
||||
ImDrawList* drawList = ImGui::GetWindowDrawList();
|
||||
ImVec2 pos = ImGui::GetCursorScreenPos();
|
||||
|
||||
if (slot.empty()) {
|
||||
ImU32 bgCol = IM_COL32(30, 30, 30, 200);
|
||||
ImU32 borderCol = IM_COL32(60, 60, 60, 200);
|
||||
if (isHolding) {
|
||||
bgCol = IM_COL32(20, 50, 20, 200);
|
||||
borderCol = IM_COL32(0, 180, 0, 200);
|
||||
}
|
||||
drawList->AddRectFilled(pos, ImVec2(pos.x + SLOT_SIZE, pos.y + SLOT_SIZE), bgCol);
|
||||
drawList->AddRect(pos, ImVec2(pos.x + SLOT_SIZE, pos.y + SLOT_SIZE), borderCol);
|
||||
ImGui::InvisibleButton("slot", ImVec2(SLOT_SIZE, SLOT_SIZE));
|
||||
if (isHolding && ImGui::IsItemHovered() && ImGui::IsMouseReleased(ImGuiMouseButton_Left)) {
|
||||
inventoryScreen.dropIntoBankSlot(gameHandler, dstBag, dstSlot);
|
||||
}
|
||||
} else {
|
||||
const auto& item = slot.item;
|
||||
ImVec4 qc = InventoryScreen::getQualityColor(item.quality);
|
||||
ImU32 borderCol = ImGui::ColorConvertFloat4ToU32(qc);
|
||||
VkDescriptorSet iconTex = inventoryScreen.getItemIcon(item.displayInfoId);
|
||||
|
||||
if (iconTex) {
|
||||
drawList->AddImage((ImTextureID)(uintptr_t)iconTex, pos,
|
||||
ImVec2(pos.x + SLOT_SIZE, pos.y + SLOT_SIZE));
|
||||
drawList->AddRect(pos, ImVec2(pos.x + SLOT_SIZE, pos.y + SLOT_SIZE),
|
||||
borderCol, 0.0f, 0, 2.0f);
|
||||
} else {
|
||||
ImU32 bgCol = IM_COL32(40, 35, 30, 220);
|
||||
drawList->AddRectFilled(pos, ImVec2(pos.x + SLOT_SIZE, pos.y + SLOT_SIZE), bgCol);
|
||||
drawList->AddRect(pos, ImVec2(pos.x + SLOT_SIZE, pos.y + SLOT_SIZE),
|
||||
borderCol, 0.0f, 0, 2.0f);
|
||||
if (!item.name.empty()) {
|
||||
char abbr[3] = { item.name[0], item.name.size() > 1 ? item.name[1] : '\0', '\0' };
|
||||
float tw = ImGui::CalcTextSize(abbr).x;
|
||||
drawList->AddText(ImVec2(pos.x + (SLOT_SIZE - tw) * 0.5f, pos.y + 2.0f),
|
||||
ImGui::ColorConvertFloat4ToU32(qc), abbr);
|
||||
}
|
||||
}
|
||||
|
||||
if (item.stackCount > 1) {
|
||||
char countStr[16];
|
||||
snprintf(countStr, sizeof(countStr), "%u", item.stackCount);
|
||||
float cw = ImGui::CalcTextSize(countStr).x;
|
||||
drawList->AddText(ImVec2(pos.x + SLOT_SIZE - cw - 2.0f, pos.y + SLOT_SIZE - 14.0f),
|
||||
IM_COL32(255, 255, 255, 220), countStr);
|
||||
}
|
||||
|
||||
ImGui::InvisibleButton("slot", ImVec2(SLOT_SIZE, SLOT_SIZE));
|
||||
|
||||
if (!isHolding) {
|
||||
// Start pickup tracking on mouse press
|
||||
if (ImGui::IsItemClicked(ImGuiMouseButton_Left)) {
|
||||
bankPickupPending = true;
|
||||
bankPickupPressTime = ImGui::GetTime();
|
||||
bankPickupType = pickType;
|
||||
bankPickupIndex = mainIdx;
|
||||
bankPickupBagIndex = bagIdx;
|
||||
bankPickupBagSlotIndex = bagSlotIdx;
|
||||
}
|
||||
// Check if held long enough to pick up
|
||||
if (bankPickupPending && ImGui::IsMouseDown(ImGuiMouseButton_Left) &&
|
||||
(ImGui::GetTime() - bankPickupPressTime) >= kBankPickupHold) {
|
||||
bool sameSlot = (bankPickupType == pickType);
|
||||
if (pickType == 0)
|
||||
sameSlot = sameSlot && (bankPickupIndex == mainIdx);
|
||||
else if (pickType == 1)
|
||||
sameSlot = sameSlot && (bankPickupBagIndex == bagIdx) && (bankPickupBagSlotIndex == bagSlotIdx);
|
||||
else if (pickType == 2)
|
||||
sameSlot = sameSlot && (bankPickupIndex == mainIdx);
|
||||
|
||||
if (sameSlot && ImGui::IsItemHovered()) {
|
||||
bankPickupPending = false;
|
||||
if (pickType == 0) {
|
||||
inventoryScreen.pickupFromBank(inv, mainIdx);
|
||||
} else if (pickType == 1) {
|
||||
inventoryScreen.pickupFromBankBag(inv, bagIdx, bagSlotIdx);
|
||||
} else if (pickType == 2) {
|
||||
inventoryScreen.pickupFromBankBagEquip(inv, mainIdx);
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Drop/swap on mouse release
|
||||
if (ImGui::IsItemHovered() && ImGui::IsMouseReleased(ImGuiMouseButton_Left)) {
|
||||
inventoryScreen.dropIntoBankSlot(gameHandler, dstBag, dstSlot);
|
||||
}
|
||||
}
|
||||
|
||||
// Tooltip
|
||||
if (ImGui::IsItemHovered() && !isHolding) {
|
||||
ImGui::BeginTooltip();
|
||||
ImGui::TextColored(qc, "%s", item.name.c_str());
|
||||
if (item.stackCount > 1) ImGui::Text("Count: %u", item.stackCount);
|
||||
ImGui::EndTooltip();
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// Main bank slots (24 for Classic, 28 for TBC/WotLK)
|
||||
int bankSlotCount = gameHandler.getEffectiveBankSlots();
|
||||
int bankBagCount = gameHandler.getEffectiveBankBagSlots();
|
||||
ImGui::Text("Bank Slots");
|
||||
ImGui::Separator();
|
||||
bool isHolding = inventoryScreen.isHoldingItem();
|
||||
for (int i = 0; i < bankSlotCount; i++) {
|
||||
if (i % 7 != 0) ImGui::SameLine();
|
||||
const auto& slot = inv.getBankSlot(i);
|
||||
|
||||
ImGui::PushID(i + 1000);
|
||||
if (slot.empty()) {
|
||||
// Highlight as drop target when holding an item
|
||||
if (isHolding) {
|
||||
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.08f, 0.20f, 0.08f, 0.8f));
|
||||
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.0f, 0.35f, 0.0f, 0.9f));
|
||||
}
|
||||
ImGui::Button("##bank", ImVec2(42, 42));
|
||||
if (isHolding) ImGui::PopStyleColor(2);
|
||||
if (ImGui::IsItemHovered() && isHolding && ImGui::IsMouseReleased(ImGuiMouseButton_Left)) {
|
||||
// Drop held item into empty bank slot
|
||||
inventoryScreen.dropIntoBankSlot(gameHandler, 0xFF, static_cast<uint8_t>(39 + i));
|
||||
}
|
||||
} else {
|
||||
ImVec4 qc = InventoryScreen::getQualityColor(slot.item.quality);
|
||||
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(qc.x * 0.3f, qc.y * 0.3f, qc.z * 0.3f, 0.8f));
|
||||
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(qc.x * 0.5f, qc.y * 0.5f, qc.z * 0.5f, 0.9f));
|
||||
|
||||
std::string label = std::to_string(slot.item.stackCount > 1 ? slot.item.stackCount : 0);
|
||||
if (slot.item.stackCount <= 1) label = "##b" + std::to_string(i);
|
||||
ImGui::Button(label.c_str(), ImVec2(42, 42));
|
||||
ImGui::PopStyleColor(2);
|
||||
if (isHolding && ImGui::IsItemHovered() && ImGui::IsMouseReleased(ImGuiMouseButton_Left)) {
|
||||
// Drop held item into occupied bank slot (swap)
|
||||
inventoryScreen.dropIntoBankSlot(gameHandler, 0xFF, static_cast<uint8_t>(39 + i));
|
||||
} else if (!isHolding && ImGui::IsItemClicked(ImGuiMouseButton_Left)) {
|
||||
// Withdraw on click
|
||||
gameHandler.withdrawItem(0xFF, static_cast<uint8_t>(39 + i));
|
||||
}
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::BeginTooltip();
|
||||
ImGui::TextColored(qc, "%s", slot.item.name.c_str());
|
||||
if (slot.item.stackCount > 1) ImGui::Text("Count: %u", slot.item.stackCount);
|
||||
ImGui::EndTooltip();
|
||||
}
|
||||
}
|
||||
renderBankItemSlot(inv.getBankSlot(i), 0, i, -1, -1, 0xFF, static_cast<uint8_t>(39 + i));
|
||||
ImGui::PopID();
|
||||
}
|
||||
|
||||
// Bank bag slots
|
||||
// Bank bag equip slots — show bag icon with pickup/drop, or "Buy Slot"
|
||||
ImGui::Spacing();
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Bank Bags");
|
||||
|
|
@ -7824,12 +7899,12 @@ void GameScreen::renderBankWindow(game::GameHandler& gameHandler) {
|
|||
ImGui::PushID(i + 2000);
|
||||
|
||||
int bagSize = inv.getBankBagSize(i);
|
||||
if (i < static_cast<int>(purchased) || bagSize > 0) {
|
||||
if (ImGui::Button(bagSize > 0 ? std::to_string(bagSize).c_str() : "Empty", ImVec2(50, 30))) {
|
||||
// Could open bag contents
|
||||
}
|
||||
if (i < purchased || bagSize > 0) {
|
||||
const auto& bagSlot = inv.getBankBagItem(i);
|
||||
// Render as an item slot: icon with pickup/drop (pickType=2 for bag equip)
|
||||
renderBankItemSlot(bagSlot, 2, i, -1, -1, 0xFF, static_cast<uint8_t>(67 + i));
|
||||
} else {
|
||||
if (ImGui::Button("Buy", ImVec2(50, 30))) {
|
||||
if (ImGui::Button("Buy Slot", ImVec2(50, 30))) {
|
||||
gameHandler.buyBankSlot();
|
||||
}
|
||||
}
|
||||
|
|
@ -7845,37 +7920,9 @@ void GameScreen::renderBankWindow(game::GameHandler& gameHandler) {
|
|||
ImGui::Text("Bank Bag %d (%d slots)", bagIdx + 1, bagSize);
|
||||
for (int s = 0; s < bagSize; s++) {
|
||||
if (s % 7 != 0) ImGui::SameLine();
|
||||
const auto& slot = inv.getBankBagSlot(bagIdx, s);
|
||||
ImGui::PushID(3000 + bagIdx * 100 + s);
|
||||
if (slot.empty()) {
|
||||
if (isHolding) {
|
||||
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.08f, 0.20f, 0.08f, 0.8f));
|
||||
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.0f, 0.35f, 0.0f, 0.9f));
|
||||
}
|
||||
ImGui::Button("##bb", ImVec2(42, 42));
|
||||
if (isHolding) ImGui::PopStyleColor(2);
|
||||
if (isHolding && ImGui::IsItemHovered() && ImGui::IsMouseReleased(ImGuiMouseButton_Left)) {
|
||||
inventoryScreen.dropIntoBankSlot(gameHandler, static_cast<uint8_t>(67 + bagIdx), static_cast<uint8_t>(s));
|
||||
}
|
||||
} else {
|
||||
ImVec4 qc = InventoryScreen::getQualityColor(slot.item.quality);
|
||||
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(qc.x * 0.3f, qc.y * 0.3f, qc.z * 0.3f, 0.8f));
|
||||
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(qc.x * 0.5f, qc.y * 0.5f, qc.z * 0.5f, 0.9f));
|
||||
std::string lbl = slot.item.stackCount > 1 ? std::to_string(slot.item.stackCount) : ("##bb" + std::to_string(bagIdx * 100 + s));
|
||||
ImGui::Button(lbl.c_str(), ImVec2(42, 42));
|
||||
ImGui::PopStyleColor(2);
|
||||
if (isHolding && ImGui::IsItemHovered() && ImGui::IsMouseReleased(ImGuiMouseButton_Left)) {
|
||||
inventoryScreen.dropIntoBankSlot(gameHandler, static_cast<uint8_t>(67 + bagIdx), static_cast<uint8_t>(s));
|
||||
} else if (!isHolding && ImGui::IsItemClicked(ImGuiMouseButton_Left)) {
|
||||
gameHandler.withdrawItem(static_cast<uint8_t>(67 + bagIdx), static_cast<uint8_t>(s));
|
||||
}
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::BeginTooltip();
|
||||
ImGui::TextColored(qc, "%s", slot.item.name.c_str());
|
||||
if (slot.item.stackCount > 1) ImGui::Text("Count: %u", slot.item.stackCount);
|
||||
ImGui::EndTooltip();
|
||||
}
|
||||
}
|
||||
renderBankItemSlot(inv.getBankBagSlot(bagIdx, s), 1, -1, bagIdx, s,
|
||||
static_cast<uint8_t>(67 + bagIdx), static_cast<uint8_t>(s));
|
||||
ImGui::PopID();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -304,6 +304,57 @@ void InventoryScreen::pickupFromEquipment(game::Inventory& inv, game::EquipSlot
|
|||
inventoryDirty = true;
|
||||
}
|
||||
|
||||
void InventoryScreen::pickupFromBank(game::Inventory& inv, int bankIndex) {
|
||||
const auto& slot = inv.getBankSlot(bankIndex);
|
||||
if (slot.empty()) return;
|
||||
holdingItem = true;
|
||||
heldItem = slot.item;
|
||||
heldSource = HeldSource::BANK;
|
||||
heldBankIndex = bankIndex;
|
||||
heldBackpackIndex = -1;
|
||||
heldBagIndex = -1;
|
||||
heldBagSlotIndex = -1;
|
||||
heldBankBagIndex = -1;
|
||||
heldBankBagSlotIndex = -1;
|
||||
heldEquipSlot = game::EquipSlot::NUM_SLOTS;
|
||||
inv.clearBankSlot(bankIndex);
|
||||
inventoryDirty = true;
|
||||
}
|
||||
|
||||
void InventoryScreen::pickupFromBankBag(game::Inventory& inv, int bagIndex, int slotIndex) {
|
||||
const auto& slot = inv.getBankBagSlot(bagIndex, slotIndex);
|
||||
if (slot.empty()) return;
|
||||
holdingItem = true;
|
||||
heldItem = slot.item;
|
||||
heldSource = HeldSource::BANK_BAG;
|
||||
heldBankBagIndex = bagIndex;
|
||||
heldBankBagSlotIndex = slotIndex;
|
||||
heldBankIndex = -1;
|
||||
heldBackpackIndex = -1;
|
||||
heldBagIndex = -1;
|
||||
heldBagSlotIndex = -1;
|
||||
heldEquipSlot = game::EquipSlot::NUM_SLOTS;
|
||||
inv.clearBankBagSlot(bagIndex, slotIndex);
|
||||
inventoryDirty = true;
|
||||
}
|
||||
|
||||
void InventoryScreen::pickupFromBankBagEquip(game::Inventory& inv, int bagIndex) {
|
||||
const auto& slot = inv.getBankBagItem(bagIndex);
|
||||
if (slot.empty()) return;
|
||||
holdingItem = true;
|
||||
heldItem = slot.item;
|
||||
heldSource = HeldSource::BANK_BAG_EQUIP;
|
||||
heldBankBagIndex = bagIndex;
|
||||
heldBankBagSlotIndex = -1;
|
||||
heldBankIndex = -1;
|
||||
heldBackpackIndex = -1;
|
||||
heldBagIndex = -1;
|
||||
heldBagSlotIndex = -1;
|
||||
heldEquipSlot = game::EquipSlot::NUM_SLOTS;
|
||||
inv.setBankBagItem(bagIndex, game::ItemDef{});
|
||||
inventoryDirty = true;
|
||||
}
|
||||
|
||||
void InventoryScreen::placeInBackpack(game::Inventory& inv, int index) {
|
||||
if (!holdingItem) return;
|
||||
if (gameHandler_) {
|
||||
|
|
@ -319,6 +370,13 @@ void InventoryScreen::placeInBackpack(game::Inventory& inv, int index) {
|
|||
srcSlot = static_cast<uint8_t>(heldBagSlotIndex);
|
||||
} else if (heldSource == HeldSource::EQUIPMENT) {
|
||||
srcSlot = static_cast<uint8_t>(heldEquipSlot);
|
||||
} else if (heldSource == HeldSource::BANK && heldBankIndex >= 0) {
|
||||
srcSlot = static_cast<uint8_t>(39 + heldBankIndex);
|
||||
} else if (heldSource == HeldSource::BANK_BAG && heldBankBagIndex >= 0) {
|
||||
srcBag = static_cast<uint8_t>(67 + heldBankBagIndex);
|
||||
srcSlot = static_cast<uint8_t>(heldBankBagSlotIndex);
|
||||
} else if (heldSource == HeldSource::BANK_BAG_EQUIP && heldBankBagIndex >= 0) {
|
||||
srcSlot = static_cast<uint8_t>(67 + heldBankBagIndex);
|
||||
} else {
|
||||
cancelPickup(inv);
|
||||
return;
|
||||
|
|
@ -357,6 +415,13 @@ void InventoryScreen::placeInBag(game::Inventory& inv, int bagIndex, int slotInd
|
|||
srcSlot = static_cast<uint8_t>(heldBagSlotIndex);
|
||||
} else if (heldSource == HeldSource::EQUIPMENT) {
|
||||
srcSlot = static_cast<uint8_t>(heldEquipSlot);
|
||||
} else if (heldSource == HeldSource::BANK && heldBankIndex >= 0) {
|
||||
srcSlot = static_cast<uint8_t>(39 + heldBankIndex);
|
||||
} else if (heldSource == HeldSource::BANK_BAG && heldBankBagIndex >= 0) {
|
||||
srcBag = static_cast<uint8_t>(67 + heldBankBagIndex);
|
||||
srcSlot = static_cast<uint8_t>(heldBankBagSlotIndex);
|
||||
} else if (heldSource == HeldSource::BANK_BAG_EQUIP && heldBankBagIndex >= 0) {
|
||||
srcSlot = static_cast<uint8_t>(67 + heldBankBagIndex);
|
||||
} else {
|
||||
cancelPickup(inv);
|
||||
return;
|
||||
|
|
@ -417,6 +482,11 @@ void InventoryScreen::placeInEquipment(game::Inventory& inv, game::EquipSlot slo
|
|||
srcSlot = static_cast<uint8_t>(heldBagSlotIndex);
|
||||
} else if (heldSource == HeldSource::EQUIPMENT && heldEquipSlot != game::EquipSlot::NUM_SLOTS) {
|
||||
srcSlot = static_cast<uint8_t>(heldEquipSlot);
|
||||
} else if (heldSource == HeldSource::BANK && heldBankIndex >= 0) {
|
||||
srcSlot = static_cast<uint8_t>(39 + heldBankIndex);
|
||||
} else if (heldSource == HeldSource::BANK_BAG && heldBankBagIndex >= 0) {
|
||||
srcBag = static_cast<uint8_t>(67 + heldBankBagIndex);
|
||||
srcSlot = static_cast<uint8_t>(heldBankBagSlotIndex);
|
||||
} else {
|
||||
cancelPickup(inv);
|
||||
return;
|
||||
|
|
@ -486,6 +556,24 @@ void InventoryScreen::cancelPickup(game::Inventory& inv) {
|
|||
} else {
|
||||
inv.addItem(heldItem);
|
||||
}
|
||||
} else if (heldSource == HeldSource::BANK && heldBankIndex >= 0) {
|
||||
if (inv.getBankSlot(heldBankIndex).empty()) {
|
||||
inv.setBankSlot(heldBankIndex, heldItem);
|
||||
} else {
|
||||
inv.addItem(heldItem);
|
||||
}
|
||||
} else if (heldSource == HeldSource::BANK_BAG && heldBankBagIndex >= 0 && heldBankBagSlotIndex >= 0) {
|
||||
if (inv.getBankBagSlot(heldBankBagIndex, heldBankBagSlotIndex).empty()) {
|
||||
inv.setBankBagSlot(heldBankBagIndex, heldBankBagSlotIndex, heldItem);
|
||||
} else {
|
||||
inv.addItem(heldItem);
|
||||
}
|
||||
} else if (heldSource == HeldSource::BANK_BAG_EQUIP && heldBankBagIndex >= 0) {
|
||||
if (inv.getBankBagItem(heldBankBagIndex).empty()) {
|
||||
inv.setBankBagItem(heldBankBagIndex, heldItem);
|
||||
} else {
|
||||
inv.addItem(heldItem);
|
||||
}
|
||||
} else {
|
||||
inv.addItem(heldItem);
|
||||
}
|
||||
|
|
@ -554,9 +642,22 @@ void InventoryScreen::dropIntoBankSlot(game::GameHandler& /*gh*/, uint8_t dstBag
|
|||
srcSlot = static_cast<uint8_t>(heldBagSlotIndex);
|
||||
} else if (heldSource == HeldSource::EQUIPMENT) {
|
||||
srcSlot = static_cast<uint8_t>(heldEquipSlot);
|
||||
} else if (heldSource == HeldSource::BANK && heldBankIndex >= 0) {
|
||||
srcSlot = static_cast<uint8_t>(39 + heldBankIndex);
|
||||
} else if (heldSource == HeldSource::BANK_BAG && heldBankBagIndex >= 0) {
|
||||
srcBag = static_cast<uint8_t>(67 + heldBankBagIndex);
|
||||
srcSlot = static_cast<uint8_t>(heldBankBagSlotIndex);
|
||||
} else if (heldSource == HeldSource::BANK_BAG_EQUIP && heldBankBagIndex >= 0) {
|
||||
srcSlot = static_cast<uint8_t>(67 + heldBankBagIndex);
|
||||
} else {
|
||||
return;
|
||||
}
|
||||
// Same source and dest — just cancel pickup (restore item locally).
|
||||
// Server ignores same-slot swaps so no rebuild would run, losing the item data.
|
||||
if (srcBag == dstBag && srcSlot == dstSlot) {
|
||||
cancelPickup(gameHandler_->getInventory());
|
||||
return;
|
||||
}
|
||||
gameHandler_->swapContainerItems(srcBag, srcSlot, dstBag, dstSlot);
|
||||
holdingItem = false;
|
||||
inventoryDirty = true;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue