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Split inventory into bags-only (B key) and character screen (C key). Vendor window auto-opens bags with sell prices on hover and right-click to sell. Add camera intro pan on all login/spawn/teleport/hearthstone events and idle orbit after 2 minutes. Add quest log UI, SMSG_MONSTER_MOVE handling, deferred creature spawn queue, and creature fade-in/movement interpolation for online mode.
83 lines
2.9 KiB
C++
83 lines
2.9 KiB
C++
#pragma once
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#include "game/inventory.hpp"
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#include "game/world_packets.hpp"
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#include <imgui.h>
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#include <functional>
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namespace wowee {
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namespace game { class GameHandler; }
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namespace ui {
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class InventoryScreen {
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public:
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/// Render bags window (B key). Positioned at bottom of screen.
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void render(game::Inventory& inventory, uint64_t moneyCopper);
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/// Render character screen (C key). Standalone equipment window.
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void renderCharacterScreen(game::Inventory& inventory);
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bool isOpen() const { return open; }
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void toggle() { open = !open; }
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void setOpen(bool o) { open = o; }
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bool isCharacterOpen() const { return characterOpen; }
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void toggleCharacter() { characterOpen = !characterOpen; }
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void setCharacterOpen(bool o) { characterOpen = o; }
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/// Enable vendor mode: right-clicking bag items sells them.
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void setVendorMode(bool enabled, game::GameHandler* handler) {
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vendorMode_ = enabled;
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gameHandler_ = handler;
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}
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/// Returns true if equipment changed since last call, and clears the flag.
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bool consumeEquipmentDirty() { bool d = equipmentDirty; equipmentDirty = false; return d; }
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/// Returns true if any inventory slot changed since last call, and clears the flag.
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bool consumeInventoryDirty() { bool d = inventoryDirty; inventoryDirty = false; return d; }
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private:
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bool open = false;
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bool characterOpen = false;
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bool bKeyWasDown = false;
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bool cKeyWasDown = false;
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bool equipmentDirty = false;
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bool inventoryDirty = false;
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// Vendor sell mode
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bool vendorMode_ = false;
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game::GameHandler* gameHandler_ = nullptr;
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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, EQUIPMENT };
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HeldSource heldSource = HeldSource::NONE;
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int heldBackpackIndex = -1;
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game::EquipSlot heldEquipSlot = game::EquipSlot::NUM_SLOTS;
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void renderEquipmentPanel(game::Inventory& inventory);
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void renderBackpackPanel(game::Inventory& inventory);
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// Slot rendering with interaction support
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enum class SlotKind { BACKPACK, EQUIPMENT };
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void renderItemSlot(game::Inventory& inventory, const game::ItemSlot& slot,
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float size, const char* label,
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SlotKind kind, int backpackIndex,
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game::EquipSlot equipSlot);
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void renderItemTooltip(const game::ItemDef& item);
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// Held item helpers
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void pickupFromBackpack(game::Inventory& inv, int index);
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void pickupFromEquipment(game::Inventory& inv, game::EquipSlot slot);
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void placeInBackpack(game::Inventory& inv, int index);
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void placeInEquipment(game::Inventory& inv, game::EquipSlot slot);
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void cancelPickup(game::Inventory& inv);
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game::EquipSlot getEquipSlotForType(uint8_t inventoryType, game::Inventory& inv);
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void renderHeldItem();
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static ImVec4 getQualityColor(game::ItemQuality quality);
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};
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} // namespace ui
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} // namespace wowee
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