feat: show corpse skull marker on world map when player is a ghost

When the player dies and releases spirit, the world map now renders a
bone-white X cross at the corpse's location (matching the existing
minimap skull marker). The marker appears only when the player is a
ghost with an unclaimed corpse on the same map, and shows a "Your
corpse" tooltip on hover. Implemented via setCorpsePos() on WorldMap,
called from renderWorldMap() using getCorpseCanonicalPos().
This commit is contained in:
Kelsi 2026-03-17 19:52:17 -07:00
parent 614fcf6b98
commit d0df6eed2c
3 changed files with 49 additions and 0 deletions

View file

@ -67,6 +67,13 @@ public:
void setServerExplorationMask(const std::vector<uint32_t>& masks, bool hasData);
void setPartyDots(std::vector<WorldMapPartyDot> dots) { partyDots_ = std::move(dots); }
void setTaxiNodes(std::vector<WorldMapTaxiNode> nodes) { taxiNodes_ = std::move(nodes); }
/// Set the player's corpse position for overlay rendering.
/// @param hasCorpse True when the player is a ghost with an unclaimed corpse on this map.
/// @param renderPos Corpse position in render-space coordinates.
void setCorpsePos(bool hasCorpse, glm::vec3 renderPos) {
hasCorpse_ = hasCorpse;
corpseRenderPos_ = renderPos;
}
bool isOpen() const { return open; }
void close() { open = false; }
@ -141,6 +148,10 @@ private:
std::vector<WorldMapTaxiNode> taxiNodes_;
int currentMapId_ = -1; ///< WoW map ID currently loaded (set in loadZonesFromDBC)
// Corpse marker (ghost state — set each frame from the UI layer)
bool hasCorpse_ = false;
glm::vec3 corpseRenderPos_ = {};
// Exploration / fog of war
std::vector<uint32_t> serverExplorationMask;
bool hasServerExplorationMask = false;

View file

@ -1096,6 +1096,33 @@ void WorldMap::renderImGuiOverlay(const glm::vec3& playerRenderPos, int screenWi
}
}
// Corpse marker — skull X shown when player is a ghost with unclaimed corpse
if (hasCorpse_ && currentIdx >= 0 && viewLevel != ViewLevel::WORLD) {
glm::vec2 uv = renderPosToMapUV(corpseRenderPos_, currentIdx);
if (uv.x >= 0.0f && uv.x <= 1.0f && uv.y >= 0.0f && uv.y <= 1.0f) {
float cx = imgMin.x + uv.x * displayW;
float cy = imgMin.y + uv.y * displayH;
constexpr float R = 5.0f; // cross arm half-length
constexpr float T = 1.8f; // line thickness
// Dark outline
drawList->AddLine(ImVec2(cx - R, cy - R), ImVec2(cx + R, cy + R),
IM_COL32(0, 0, 0, 220), T + 1.5f);
drawList->AddLine(ImVec2(cx + R, cy - R), ImVec2(cx - R, cy + R),
IM_COL32(0, 0, 0, 220), T + 1.5f);
// Bone-white X
drawList->AddLine(ImVec2(cx - R, cy - R), ImVec2(cx + R, cy + R),
IM_COL32(230, 220, 200, 240), T);
drawList->AddLine(ImVec2(cx + R, cy - R), ImVec2(cx - R, cy + R),
IM_COL32(230, 220, 200, 240), T);
// Tooltip on hover
ImVec2 mp = ImGui::GetMousePos();
float dx = mp.x - cx, dy = mp.y - cy;
if (dx * dx + dy * dy < 64.0f) {
ImGui::SetTooltip("Your corpse");
}
}
}
// Hover coordinate display — show WoW coordinates under cursor
if (currentIdx >= 0 && viewLevel != ViewLevel::WORLD) {
auto& io = ImGui::GetIO();

View file

@ -7083,6 +7083,17 @@ void GameScreen::renderWorldMap(game::GameHandler& gameHandler) {
wm->setTaxiNodes(std::move(taxiNodes));
}
// Corpse marker: show skull X on world map when ghost with unclaimed corpse
{
float corpseCanX = 0.0f, corpseCanY = 0.0f;
bool ghostWithCorpse = gameHandler.isPlayerGhost() &&
gameHandler.getCorpseCanonicalPos(corpseCanX, corpseCanY);
glm::vec3 corpseRender = ghostWithCorpse
? core::coords::canonicalToRender(glm::vec3(corpseCanX, corpseCanY, 0.0f))
: glm::vec3{};
wm->setCorpsePos(ghostWithCorpse, corpseRender);
}
glm::vec3 playerPos = renderer->getCharacterPosition();
float playerYaw = renderer->getCharacterYaw();
auto* window = app.getWindow();