Fix trainer buy spell and add specialization tabs

Fix SMSG_BINDPOINTUPDATE opcode from 0x1B3 to 0x155 — the old value
collided with SMSG_TRAINER_BUY_SUCCEEDED, causing buy responses to be
misinterpreted as bindpoint updates. Add specialization tabs using
SkillLineAbility.dbc to group spells by class spec (category 7).
This commit is contained in:
Kelsi 2026-02-08 14:46:01 -08:00
parent 9a01261401
commit ee155c3367
4 changed files with 174 additions and 42 deletions

View file

@ -3569,25 +3569,18 @@ void GameScreen::renderTrainerWindow(game::GameHandler& gameHandler) {
return std::find(knownSpells.begin(), knownSpells.end(), id) != knownSpells.end();
};
if (ImGui::BeginTable("TrainerTable", 4,
ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_ScrollY)) {
ImGui::TableSetupColumn("Spell", ImGuiTableColumnFlags_WidthStretch);
ImGui::TableSetupColumn("Level", ImGuiTableColumnFlags_WidthFixed, 40.0f);
ImGui::TableSetupColumn("Cost", ImGuiTableColumnFlags_WidthFixed, 120.0f);
ImGui::TableSetupColumn("##action", ImGuiTableColumnFlags_WidthFixed, 55.0f);
ImGui::TableHeadersRow();
for (const auto& spell : trainer.spells) {
// Renders spell rows into the current table
auto renderSpellRows = [&](const std::vector<const game::TrainerSpell*>& spells) {
for (const auto* spell : spells) {
ImGui::TableNextRow();
ImGui::PushID(static_cast<int>(spell.spellId));
ImGui::PushID(static_cast<int>(spell->spellId));
// State color: 0=known(green), 1=available(white), 2=unavailable(gray)
ImVec4 color;
const char* statusLabel;
if (spell.state == 0 || isKnown(spell.spellId)) {
if (spell->state == 0 || isKnown(spell->spellId)) {
color = ImVec4(0.3f, 0.9f, 0.3f, 1.0f);
statusLabel = "Known";
} else if (spell.state == 1) {
} else if (spell->state == 1) {
color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
statusLabel = "Available";
} else {
@ -3597,19 +3590,17 @@ void GameScreen::renderTrainerWindow(game::GameHandler& gameHandler) {
// Spell name
ImGui::TableSetColumnIndex(0);
const std::string& name = gameHandler.getSpellName(spell.spellId);
const std::string& rank = gameHandler.getSpellRank(spell.spellId);
const std::string& name = gameHandler.getSpellName(spell->spellId);
const std::string& rank = gameHandler.getSpellRank(spell->spellId);
if (!name.empty()) {
if (!rank.empty()) {
if (!rank.empty())
ImGui::TextColored(color, "%s (%s)", name.c_str(), rank.c_str());
} else {
else
ImGui::TextColored(color, "%s", name.c_str());
}
} else {
ImGui::TextColored(color, "Spell #%u", spell.spellId);
ImGui::TextColored(color, "Spell #%u", spell->spellId);
}
// Tooltip
if (ImGui::IsItemHovered()) {
ImGui::BeginTooltip();
if (!name.empty()) {
@ -3617,27 +3608,27 @@ void GameScreen::renderTrainerWindow(game::GameHandler& gameHandler) {
if (!rank.empty()) ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "%s", rank.c_str());
}
ImGui::Text("Status: %s", statusLabel);
if (spell.reqLevel > 0) ImGui::Text("Required Level: %u", spell.reqLevel);
if (spell.reqSkill > 0) ImGui::Text("Required Skill: %u (value %u)", spell.reqSkill, spell.reqSkillValue);
if (spell.chainNode1 > 0) {
const std::string& prereq = gameHandler.getSpellName(spell.chainNode1);
if (spell->reqLevel > 0) ImGui::Text("Required Level: %u", spell->reqLevel);
if (spell->reqSkill > 0) ImGui::Text("Required Skill: %u (value %u)", spell->reqSkill, spell->reqSkillValue);
if (spell->chainNode1 > 0) {
const std::string& prereq = gameHandler.getSpellName(spell->chainNode1);
if (!prereq.empty()) ImGui::Text("Requires: %s", prereq.c_str());
else ImGui::Text("Requires: Spell #%u", spell.chainNode1);
else ImGui::Text("Requires: Spell #%u", spell->chainNode1);
}
ImGui::EndTooltip();
}
// Level
ImGui::TableSetColumnIndex(1);
ImGui::TextColored(color, "%u", spell.reqLevel);
ImGui::TextColored(color, "%u", spell->reqLevel);
// Cost
ImGui::TableSetColumnIndex(2);
if (spell.spellCost > 0) {
uint32_t g = spell.spellCost / 10000;
uint32_t s = (spell.spellCost / 100) % 100;
uint32_t c = spell.spellCost % 100;
bool canAfford = money >= spell.spellCost;
if (spell->spellCost > 0) {
uint32_t g = spell->spellCost / 10000;
uint32_t s = (spell->spellCost / 100) % 100;
uint32_t c = spell->spellCost % 100;
bool canAfford = money >= spell->spellCost;
ImVec4 costColor = canAfford ? color : ImVec4(1.0f, 0.3f, 0.3f, 1.0f);
ImGui::TextColored(costColor, "%ug %us %uc", g, s, c);
} else {
@ -3646,21 +3637,55 @@ void GameScreen::renderTrainerWindow(game::GameHandler& gameHandler) {
// Train button
ImGui::TableSetColumnIndex(3);
bool canTrain = (spell.state == 1) && (money >= spell.spellCost);
if (!canTrain) {
ImGui::BeginDisabled();
}
bool canTrain = (spell->state == 1) && (money >= spell->spellCost);
if (!canTrain) ImGui::BeginDisabled();
if (ImGui::SmallButton("Train")) {
gameHandler.trainSpell(spell.spellId);
}
if (!canTrain) {
ImGui::EndDisabled();
gameHandler.trainSpell(spell->spellId);
}
if (!canTrain) ImGui::EndDisabled();
ImGui::PopID();
}
};
ImGui::EndTable();
auto renderSpellTable = [&](const char* tableId, const std::vector<const game::TrainerSpell*>& spells) {
if (ImGui::BeginTable(tableId, 4,
ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_ScrollY)) {
ImGui::TableSetupColumn("Spell", ImGuiTableColumnFlags_WidthStretch);
ImGui::TableSetupColumn("Level", ImGuiTableColumnFlags_WidthFixed, 40.0f);
ImGui::TableSetupColumn("Cost", ImGuiTableColumnFlags_WidthFixed, 120.0f);
ImGui::TableSetupColumn("##action", ImGuiTableColumnFlags_WidthFixed, 55.0f);
ImGui::TableHeadersRow();
renderSpellRows(spells);
ImGui::EndTable();
}
};
const auto& tabs = gameHandler.getTrainerTabs();
if (tabs.size() > 1) {
// Multiple tabs - show tab bar
if (ImGui::BeginTabBar("TrainerTabs")) {
for (size_t i = 0; i < tabs.size(); i++) {
char tabLabel[64];
snprintf(tabLabel, sizeof(tabLabel), "%s (%zu)",
tabs[i].name.c_str(), tabs[i].spells.size());
if (ImGui::BeginTabItem(tabLabel)) {
char tableId[32];
snprintf(tableId, sizeof(tableId), "TT%zu", i);
renderSpellTable(tableId, tabs[i].spells);
ImGui::EndTabItem();
}
}
ImGui::EndTabBar();
}
} else {
// Single tab or no categorization - flat list
std::vector<const game::TrainerSpell*> allSpells;
for (const auto& spell : trainer.spells) {
allSpells.push_back(&spell);
}
renderSpellTable("TrainerTable", allSpells);
}
}
}