feat: track PvP corpse-reclaim delay and show countdown in UI

SMSG_CORPSE_RECLAIM_DELAY is now stored as an absolute expiry timestamp
(steady_clock ms) instead of being discarded after a chat message.

GameHandler::getCorpseReclaimDelaySec() returns remaining seconds (0 when
reclaim is available). The "Resurrect from Corpse" button now:
- Disables and shows the remaining seconds when a PvP delay is active
- Shows the usual "Corpse: N yards" helper text when available
Also resets corpseReclaimAvailableMs_ on world/session teardown.
This commit is contained in:
Kelsi 2026-03-17 23:52:45 -07:00
parent 2acab47eee
commit b0046fa777
3 changed files with 55 additions and 19 deletions

View file

@ -15421,28 +15421,48 @@ void GameScreen::renderReclaimCorpseButton(game::GameHandler& gameHandler) {
float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
float screenH = window ? static_cast<float>(window->getHeight()) : 720.0f;
float delaySec = gameHandler.getCorpseReclaimDelaySec();
bool onDelay = (delaySec > 0.0f);
float btnW = 220.0f, btnH = 36.0f;
float winH = btnH + 16.0f + (onDelay ? 20.0f : 0.0f);
ImGui::SetNextWindowPos(ImVec2(screenW / 2 - btnW / 2, screenH * 0.72f), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(btnW + 16.0f, btnH + 16.0f), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(btnW + 16.0f, winH), ImGuiCond_Always);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 6.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(8.0f, 8.0f));
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.0f, 0.0f, 0.0f, 0.7f));
if (ImGui::Begin("##ReclaimCorpse", nullptr,
ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoBringToFrontOnFocus)) {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.15f, 0.35f, 0.15f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.25f, 0.55f, 0.25f, 1.0f));
if (ImGui::Button("Resurrect from Corpse", ImVec2(btnW, btnH))) {
gameHandler.reclaimCorpse();
}
ImGui::PopStyleColor(2);
float corpDist = gameHandler.getCorpseDistance();
if (corpDist >= 0.0f) {
char distBuf[48];
snprintf(distBuf, sizeof(distBuf), "Corpse: %.0f yards away", corpDist);
float dw = ImGui::CalcTextSize(distBuf).x;
ImGui::SetCursorPosX((btnW + 16.0f - dw) * 0.5f);
ImGui::TextDisabled("%s", distBuf);
if (onDelay) {
// Greyed-out button while PvP reclaim timer ticks down
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.25f, 0.25f, 0.25f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.25f, 0.25f, 0.25f, 1.0f));
ImGui::BeginDisabled(true);
char delayLabel[64];
snprintf(delayLabel, sizeof(delayLabel), "Resurrect from Corpse (%.0fs)", delaySec);
ImGui::Button(delayLabel, ImVec2(btnW, btnH));
ImGui::EndDisabled();
ImGui::PopStyleColor(2);
const char* waitMsg = "You cannot reclaim your corpse yet.";
float tw = ImGui::CalcTextSize(waitMsg).x;
ImGui::SetCursorPosX((btnW + 16.0f - tw) * 0.5f);
ImGui::TextColored(ImVec4(0.8f, 0.5f, 0.2f, 1.0f), "%s", waitMsg);
} else {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.15f, 0.35f, 0.15f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.25f, 0.55f, 0.25f, 1.0f));
if (ImGui::Button("Resurrect from Corpse", ImVec2(btnW, btnH))) {
gameHandler.reclaimCorpse();
}
ImGui::PopStyleColor(2);
float corpDist = gameHandler.getCorpseDistance();
if (corpDist >= 0.0f) {
char distBuf[48];
snprintf(distBuf, sizeof(distBuf), "Corpse: %.0f yards away", corpDist);
float dw = ImGui::CalcTextSize(distBuf).x;
ImGui::SetCursorPosX((btnW + 16.0f - dw) * 0.5f);
ImGui::TextDisabled("%s", distBuf);
}
}
}
ImGui::End();