Files
WoWee/include/ui/inventory_screen.hpp
Kelsi 96c680e4f2 Fix armor stat in character stats panel via UNIT_FIELD_RESISTANCES
The character stats panel was showing Armor: 0 because summing armor
from item query responses is fragile (depends on correct BuyCount/damage
block parsing). Instead, read the server-authoritative total armor
directly from UNIT_FIELD_RESISTANCES (physical resistance, index 0)
in the player entity update fields.

Added UNIT_FIELD_RESISTANCES to the UF enum and all four expansion
JSON files with correct wire indices:
  WotLK 3.3.5a: 99   (NPC_FLAGS=82 + emotestate + stat×5 + posstat×5 + negstat×5)
  TBC 2.4.3:   185   (NPC_FLAGS=168 + same relative layout)
  Classic 1.12: 154  (NPC_FLAGS=147 + emotestate + stat×5, no posstat/negstat)
  Turtle WoW:  154   (same as Classic)

Stats panel uses server armor when > 0, falls back to summed item-query
armor otherwise. Armor rating resets to 0 on world entry and is updated
from both CREATE_OBJECT and VALUES update blocks.
2026-02-19 17:45:09 -08:00

175 lines
6.7 KiB
C++

#pragma once
#include "game/inventory.hpp"
#include "game/character.hpp"
#include "game/world_packets.hpp"
#include <GL/glew.h>
#include <imgui.h>
#include <array>
#include <functional>
#include <memory>
#include <unordered_map>
namespace wowee {
namespace pipeline { class AssetManager; }
namespace rendering { class CharacterPreview; class CharacterRenderer; }
namespace game { class GameHandler; }
namespace ui {
class InventoryScreen {
public:
~InventoryScreen();
/// Render bags window (B key). Positioned at bottom of screen.
void render(game::Inventory& inventory, uint64_t moneyCopper);
/// Render character screen (C key). Standalone equipment window.
void renderCharacterScreen(game::GameHandler& gameHandler);
bool isOpen() const { return open; }
void toggle() { open = !open; }
void setOpen(bool o) { open = o; }
// Separate bag window controls
void toggleBackpack();
void toggleBag(int idx);
void openAllBags();
void closeAllBags();
void setSeparateBags(bool sep) { separateBags_ = sep; }
bool isSeparateBags() const { return separateBags_; }
void toggleCompactBags() { compactBags_ = !compactBags_; }
bool isCompactBags() const { return compactBags_; }
bool isBackpackOpen() const { return backpackOpen_; }
bool isBagOpen(int idx) const { return idx >= 0 && idx < 4 ? bagOpen_[idx] : false; }
bool isCharacterOpen() const { return characterOpen; }
void toggleCharacter() { characterOpen = !characterOpen; }
void setCharacterOpen(bool o) { characterOpen = o; }
/// Enable vendor mode: right-clicking bag items sells them.
void setVendorMode(bool enabled, game::GameHandler* handler) {
vendorMode_ = enabled;
gameHandler_ = handler;
}
void setGameHandler(game::GameHandler* handler) { gameHandler_ = handler; }
/// Set asset manager for icon/model loading
void setAssetManager(pipeline::AssetManager* am) { assetManager_ = am; }
/// Store player appearance for character preview
void setPlayerAppearance(game::Race race, game::Gender gender,
uint8_t skin, uint8_t face,
uint8_t hairStyle, uint8_t hairColor,
uint8_t facialHair);
/// Mark the character preview as needing equipment update
void markPreviewDirty() { previewDirty_ = true; }
/// Update the preview animation (call each frame)
void updatePreview(float deltaTime);
/// Returns true if equipment changed since last call, and clears the flag.
bool consumeEquipmentDirty() { bool d = equipmentDirty; equipmentDirty = false; return d; }
/// Returns true if any inventory slot changed since last call, and clears the flag.
bool consumeInventoryDirty() { bool d = inventoryDirty; inventoryDirty = false; return d; }
private:
bool open = false;
bool characterOpen = false;
bool bKeyWasDown = false;
bool separateBags_ = true;
bool compactBags_ = false;
bool backpackOpen_ = false;
std::array<bool, 4> bagOpen_{};
bool cKeyWasDown = false;
bool equipmentDirty = false;
bool inventoryDirty = false;
// Vendor sell mode
bool vendorMode_ = false;
game::GameHandler* gameHandler_ = nullptr;
// Asset manager for icons and preview
pipeline::AssetManager* assetManager_ = nullptr;
// Item icon cache: displayInfoId -> GL texture
std::unordered_map<uint32_t, GLuint> iconCache_;
public:
GLuint getItemIcon(uint32_t displayInfoId);
private:
// Character model preview
std::unique_ptr<rendering::CharacterPreview> charPreview_;
bool previewInitialized_ = false;
bool previewDirty_ = false;
// Stored player appearance for preview
game::Race playerRace_ = game::Race::HUMAN;
game::Gender playerGender_ = game::Gender::MALE;
uint8_t playerSkin_ = 0;
uint8_t playerFace_ = 0;
uint8_t playerHairStyle_ = 0;
uint8_t playerHairColor_ = 0;
uint8_t playerFacialHair_ = 0;
void initPreview();
void updatePreviewEquipment(game::Inventory& inventory);
// Drag-and-drop held item state
bool holdingItem = false;
game::ItemDef heldItem;
enum class HeldSource { NONE, BACKPACK, BAG, EQUIPMENT };
HeldSource heldSource = HeldSource::NONE;
int heldBackpackIndex = -1;
int heldBagIndex = -1;
int heldBagSlotIndex = -1;
game::EquipSlot heldEquipSlot = game::EquipSlot::NUM_SLOTS;
void renderSeparateBags(game::Inventory& inventory, uint64_t moneyCopper);
void renderAggregateBags(game::Inventory& inventory, uint64_t moneyCopper);
void renderBagWindow(const char* title, bool& isOpen, game::Inventory& inventory,
int bagIndex, float defaultX, float defaultY, uint64_t moneyCopper);
void renderEquipmentPanel(game::Inventory& inventory);
void renderBackpackPanel(game::Inventory& inventory, bool collapseEmptySections = false);
void renderStatsPanel(game::Inventory& inventory, uint32_t playerLevel, int32_t serverArmor = 0);
// Slot rendering with interaction support
enum class SlotKind { BACKPACK, EQUIPMENT };
void renderItemSlot(game::Inventory& inventory, const game::ItemSlot& slot,
float size, const char* label,
SlotKind kind, int backpackIndex,
game::EquipSlot equipSlot,
int bagIndex = -1, int bagSlotIndex = -1);
void renderItemTooltip(const game::ItemDef& item, const game::Inventory* inventory = nullptr);
// Held item helpers
void pickupFromBackpack(game::Inventory& inv, int index);
void pickupFromBag(game::Inventory& inv, int bagIndex, int slotIndex);
void pickupFromEquipment(game::Inventory& inv, game::EquipSlot slot);
void placeInBackpack(game::Inventory& inv, int index);
void placeInBag(game::Inventory& inv, int bagIndex, int slotIndex);
void placeInEquipment(game::Inventory& inv, game::EquipSlot slot);
void cancelPickup(game::Inventory& inv);
game::EquipSlot getEquipSlotForType(uint8_t inventoryType, game::Inventory& inv);
void renderHeldItem();
bool bagHasAnyItems(const game::Inventory& inventory, int bagIndex) const;
// Drop confirmation
bool dropConfirmOpen_ = false;
int dropBackpackIndex_ = -1;
std::string dropItemName_;
public:
static ImVec4 getQualityColor(game::ItemQuality quality);
/// Returns true if the user is currently holding an item (pickup cursor).
bool isHoldingItem() const { return holdingItem; }
/// Returns the item being held (only valid when isHoldingItem() is true).
const game::ItemDef& getHeldItem() const { return heldItem; }
/// Cancel the pickup, returning the item to its original slot.
void returnHeldItem(game::Inventory& inv) { cancelPickup(inv); }
};
} // namespace ui
} // namespace wowee