2026-02-02 12:24:50 -08:00
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#include "game/game_handler.hpp"
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#include "game/opcodes.hpp"
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#include "network/world_socket.hpp"
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#include "network/packet.hpp"
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2026-02-04 18:27:52 -08:00
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#include "core/coordinates.hpp"
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2026-02-07 14:21:50 -08:00
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#include "core/application.hpp"
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#include "pipeline/asset_manager.hpp"
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#include "pipeline/dbc_loader.hpp"
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2026-02-02 12:24:50 -08:00
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#include "core/logger.hpp"
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#include <algorithm>
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2026-02-05 14:01:26 -08:00
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#include <cmath>
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2026-02-02 12:24:50 -08:00
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#include <cctype>
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2026-02-07 12:43:32 -08:00
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#include <ctime>
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2026-02-02 12:24:50 -08:00
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#include <random>
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#include <chrono>
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2026-02-05 14:01:26 -08:00
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#include <filesystem>
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#include <fstream>
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#include <sstream>
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#include <unordered_map>
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#include <functional>
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#include <cstdlib>
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2026-02-05 21:55:52 -08:00
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#include <zlib.h>
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2026-02-02 12:24:50 -08:00
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namespace wowee {
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namespace game {
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2026-02-05 14:01:26 -08:00
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2026-02-02 12:24:50 -08:00
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GameHandler::GameHandler() {
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LOG_DEBUG("GameHandler created");
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2026-02-04 11:31:08 -08:00
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// Default spells always available
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knownSpells.push_back(6603); // Attack
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knownSpells.push_back(8690); // Hearthstone
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// Default action bar layout
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actionBar[0].type = ActionBarSlot::SPELL;
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actionBar[0].id = 6603; // Attack in slot 1
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actionBar[11].type = ActionBarSlot::SPELL;
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actionBar[11].id = 8690; // Hearthstone in slot 12
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2026-02-02 12:24:50 -08:00
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}
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GameHandler::~GameHandler() {
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disconnect();
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}
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bool GameHandler::connect(const std::string& host,
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uint16_t port,
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const std::vector<uint8_t>& sessionKey,
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const std::string& accountName,
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uint32_t build) {
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if (sessionKey.size() != 40) {
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LOG_ERROR("Invalid session key size: ", sessionKey.size(), " (expected 40)");
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fail("Invalid session key");
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return false;
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}
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LOG_INFO("========================================");
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LOG_INFO(" CONNECTING TO WORLD SERVER");
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LOG_INFO("========================================");
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LOG_INFO("Host: ", host);
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LOG_INFO("Port: ", port);
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LOG_INFO("Account: ", accountName);
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LOG_INFO("Build: ", build);
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// Store authentication data
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this->sessionKey = sessionKey;
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this->accountName = accountName;
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this->build = build;
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// Generate random client seed
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this->clientSeed = generateClientSeed();
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LOG_DEBUG("Generated client seed: 0x", std::hex, clientSeed, std::dec);
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// Create world socket
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socket = std::make_unique<network::WorldSocket>();
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// Set up packet callback
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socket->setPacketCallback([this](const network::Packet& packet) {
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network::Packet mutablePacket = packet;
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handlePacket(mutablePacket);
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});
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// Connect to world server
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setState(WorldState::CONNECTING);
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if (!socket->connect(host, port)) {
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LOG_ERROR("Failed to connect to world server");
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fail("Connection failed");
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return false;
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}
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setState(WorldState::CONNECTED);
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LOG_INFO("Connected to world server, waiting for SMSG_AUTH_CHALLENGE...");
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return true;
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}
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void GameHandler::disconnect() {
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if (socket) {
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socket->disconnect();
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socket.reset();
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}
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2026-02-06 20:49:17 -08:00
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activeCharacterGuid_ = 0;
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2026-02-06 21:25:35 -08:00
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playerNameCache.clear();
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pendingNameQueries.clear();
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2026-02-02 12:24:50 -08:00
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setState(WorldState::DISCONNECTED);
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LOG_INFO("Disconnected from world server");
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}
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bool GameHandler::isConnected() const {
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return socket && socket->isConnected();
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}
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void GameHandler::update(float deltaTime) {
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2026-02-05 14:18:41 -08:00
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// Fire deferred char-create callback (outside ImGui render)
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if (pendingCharCreateResult_) {
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pendingCharCreateResult_ = false;
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if (charCreateCallback_) {
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charCreateCallback_(pendingCharCreateSuccess_, pendingCharCreateMsg_);
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}
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}
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2026-02-06 23:52:16 -08:00
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if (!socket) {
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2026-02-02 12:24:50 -08:00
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return;
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}
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// Update socket (processes incoming data and triggers callbacks)
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2026-02-05 12:01:03 -08:00
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if (socket) {
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socket->update();
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}
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2026-02-02 12:24:50 -08:00
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// Validate target still exists
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if (targetGuid != 0 && !entityManager.hasEntity(targetGuid)) {
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clearTarget();
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}
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// Send periodic heartbeat if in world
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2026-02-06 23:52:16 -08:00
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if (state == WorldState::IN_WORLD) {
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2026-02-02 12:24:50 -08:00
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timeSinceLastPing += deltaTime;
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if (timeSinceLastPing >= pingInterval) {
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2026-02-05 12:01:03 -08:00
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if (socket) {
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sendPing();
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}
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2026-02-02 12:24:50 -08:00
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timeSinceLastPing = 0.0f;
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}
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Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
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// Update cast timer (Phase 3)
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if (casting && castTimeRemaining > 0.0f) {
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castTimeRemaining -= deltaTime;
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if (castTimeRemaining <= 0.0f) {
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casting = false;
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currentCastSpellId = 0;
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castTimeRemaining = 0.0f;
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}
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}
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// Update spell cooldowns (Phase 3)
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for (auto it = spellCooldowns.begin(); it != spellCooldowns.end(); ) {
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it->second -= deltaTime;
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if (it->second <= 0.0f) {
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it = spellCooldowns.erase(it);
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} else {
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++it;
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}
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}
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// Update action bar cooldowns
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for (auto& slot : actionBar) {
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if (slot.cooldownRemaining > 0.0f) {
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slot.cooldownRemaining -= deltaTime;
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if (slot.cooldownRemaining < 0.0f) slot.cooldownRemaining = 0.0f;
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}
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}
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// Update combat text (Phase 2)
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updateCombatText(deltaTime);
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2026-02-05 12:01:03 -08:00
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2026-02-07 16:59:20 -08:00
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// Detect taxi flight landing: UNIT_FLAG_TAXI_FLIGHT (0x00000100) cleared
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if (onTaxiFlight_) {
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auto playerEntity = entityManager.getEntity(playerGuid);
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if (playerEntity && playerEntity->getType() == ObjectType::UNIT) {
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auto unit = std::static_pointer_cast<Unit>(playerEntity);
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if ((unit->getUnitFlags() & 0x00000100) == 0) {
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onTaxiFlight_ = false;
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LOG_INFO("Taxi flight landed");
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}
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}
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}
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2026-02-07 18:33:14 -08:00
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// Leave combat if auto-attack target is too far away (leash range)
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if (autoAttacking && autoAttackTarget != 0) {
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auto targetEntity = entityManager.getEntity(autoAttackTarget);
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if (targetEntity) {
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float dx = movementInfo.x - targetEntity->getX();
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float dy = movementInfo.y - targetEntity->getY();
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float dist = std::sqrt(dx * dx + dy * dy);
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if (dist > 40.0f) {
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stopAutoAttack();
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LOG_INFO("Left combat: target too far (", dist, " yards)");
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}
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}
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}
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2026-02-07 19:44:03 -08:00
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// Close vendor/gossip/taxi window if player walks too far from NPC
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2026-02-07 18:33:14 -08:00
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if (vendorWindowOpen && currentVendorItems.vendorGuid != 0) {
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auto npc = entityManager.getEntity(currentVendorItems.vendorGuid);
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if (npc) {
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float dx = movementInfo.x - npc->getX();
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float dy = movementInfo.y - npc->getY();
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float dist = std::sqrt(dx * dx + dy * dy);
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if (dist > 15.0f) {
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closeVendor();
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LOG_INFO("Vendor closed: walked too far from NPC");
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}
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}
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}
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2026-02-07 19:44:03 -08:00
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if (gossipWindowOpen && currentGossip.npcGuid != 0) {
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auto npc = entityManager.getEntity(currentGossip.npcGuid);
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if (npc) {
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float dx = movementInfo.x - npc->getX();
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float dy = movementInfo.y - npc->getY();
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float dist = std::sqrt(dx * dx + dy * dy);
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if (dist > 15.0f) {
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closeGossip();
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LOG_INFO("Gossip closed: walked too far from NPC");
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}
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}
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}
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if (taxiWindowOpen_ && taxiNpcGuid_ != 0) {
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auto npc = entityManager.getEntity(taxiNpcGuid_);
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if (npc) {
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float dx = movementInfo.x - npc->getX();
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float dy = movementInfo.y - npc->getY();
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float dist = std::sqrt(dx * dx + dy * dy);
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if (dist > 15.0f) {
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closeTaxi();
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LOG_INFO("Taxi window closed: walked too far from NPC");
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}
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}
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}
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2026-02-07 18:33:14 -08:00
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2026-02-06 14:24:38 -08:00
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// Update entity movement interpolation (keeps targeting in sync with visuals)
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for (auto& [guid, entity] : entityManager.getEntities()) {
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entity->updateMovement(deltaTime);
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}
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2026-02-07 00:12:39 -08:00
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}
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2026-02-02 12:24:50 -08:00
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}
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void GameHandler::handlePacket(network::Packet& packet) {
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if (packet.getSize() < 1) {
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LOG_WARNING("Received empty packet");
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return;
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}
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uint16_t opcode = packet.getOpcode();
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LOG_DEBUG("Received world packet: opcode=0x", std::hex, opcode, std::dec,
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" size=", packet.getSize(), " bytes");
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// Route packet based on opcode
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Opcode opcodeEnum = static_cast<Opcode>(opcode);
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switch (opcodeEnum) {
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case Opcode::SMSG_AUTH_CHALLENGE:
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if (state == WorldState::CONNECTED) {
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handleAuthChallenge(packet);
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} else {
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LOG_WARNING("Unexpected SMSG_AUTH_CHALLENGE in state: ", (int)state);
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}
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break;
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case Opcode::SMSG_AUTH_RESPONSE:
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if (state == WorldState::AUTH_SENT) {
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handleAuthResponse(packet);
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} else {
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LOG_WARNING("Unexpected SMSG_AUTH_RESPONSE in state: ", (int)state);
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}
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break;
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2026-02-05 14:13:48 -08:00
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case Opcode::SMSG_CHAR_CREATE:
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handleCharCreateResponse(packet);
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break;
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2026-02-06 03:24:46 -08:00
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case Opcode::SMSG_CHAR_DELETE: {
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uint8_t result = packet.readUInt8();
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2026-02-06 18:34:45 -08:00
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lastCharDeleteResult_ = result;
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bool success = (result == 0x00 || result == 0x47); // Common success codes
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2026-02-06 03:24:46 -08:00
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LOG_INFO("SMSG_CHAR_DELETE result: ", (int)result, success ? " (success)" : " (failed)");
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2026-02-06 18:34:45 -08:00
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requestCharacterList();
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2026-02-06 03:24:46 -08:00
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if (charDeleteCallback_) charDeleteCallback_(success);
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break;
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}
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2026-02-02 12:24:50 -08:00
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case Opcode::SMSG_CHAR_ENUM:
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if (state == WorldState::CHAR_LIST_REQUESTED) {
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handleCharEnum(packet);
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} else {
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LOG_WARNING("Unexpected SMSG_CHAR_ENUM in state: ", (int)state);
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}
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break;
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|
case Opcode::SMSG_LOGIN_VERIFY_WORLD:
|
2026-02-07 16:59:20 -08:00
|
|
|
if (state == WorldState::ENTERING_WORLD || state == WorldState::IN_WORLD) {
|
2026-02-02 12:24:50 -08:00
|
|
|
handleLoginVerifyWorld(packet);
|
|
|
|
|
} else {
|
|
|
|
|
LOG_WARNING("Unexpected SMSG_LOGIN_VERIFY_WORLD in state: ", (int)state);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case Opcode::SMSG_ACCOUNT_DATA_TIMES:
|
|
|
|
|
// Can be received at any time after authentication
|
|
|
|
|
handleAccountDataTimes(packet);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case Opcode::SMSG_MOTD:
|
|
|
|
|
// Can be received at any time after entering world
|
|
|
|
|
handleMotd(packet);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case Opcode::SMSG_PONG:
|
|
|
|
|
// Can be received at any time after entering world
|
|
|
|
|
handlePong(packet);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case Opcode::SMSG_UPDATE_OBJECT:
|
2026-02-05 21:55:52 -08:00
|
|
|
LOG_INFO("Received SMSG_UPDATE_OBJECT, state=", static_cast<int>(state), " size=", packet.getSize());
|
2026-02-02 12:24:50 -08:00
|
|
|
// Can be received after entering world
|
|
|
|
|
if (state == WorldState::IN_WORLD) {
|
|
|
|
|
handleUpdateObject(packet);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
2026-02-05 21:55:52 -08:00
|
|
|
case Opcode::SMSG_COMPRESSED_UPDATE_OBJECT:
|
|
|
|
|
LOG_INFO("Received SMSG_COMPRESSED_UPDATE_OBJECT, state=", static_cast<int>(state), " size=", packet.getSize());
|
|
|
|
|
// Compressed version of UPDATE_OBJECT
|
|
|
|
|
if (state == WorldState::IN_WORLD) {
|
|
|
|
|
handleCompressedUpdateObject(packet);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
case Opcode::SMSG_DESTROY_OBJECT:
|
|
|
|
|
// Can be received after entering world
|
|
|
|
|
if (state == WorldState::IN_WORLD) {
|
|
|
|
|
handleDestroyObject(packet);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case Opcode::SMSG_MESSAGECHAT:
|
|
|
|
|
// Can be received after entering world
|
|
|
|
|
if (state == WorldState::IN_WORLD) {
|
|
|
|
|
handleMessageChat(packet);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
2026-02-07 12:43:32 -08:00
|
|
|
case Opcode::SMSG_QUERY_TIME_RESPONSE:
|
|
|
|
|
if (state == WorldState::IN_WORLD) {
|
|
|
|
|
handleQueryTimeResponse(packet);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case Opcode::SMSG_PLAYED_TIME:
|
|
|
|
|
if (state == WorldState::IN_WORLD) {
|
|
|
|
|
handlePlayedTime(packet);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case Opcode::SMSG_WHO:
|
|
|
|
|
if (state == WorldState::IN_WORLD) {
|
|
|
|
|
handleWho(packet);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
Add /roll and friend management commands
Roll Command:
- Add /roll, /random, /rnd commands for random number generation
- Support multiple formats: /roll, /roll 100, /roll 1-100, /roll 10 50
- Broadcasts rolls to party/raid with "[Name] rolls X (min-max)" format
- Cap max roll at 10,000 to prevent abuse
- Use MSG_RANDOM_ROLL (0x1FB) bidirectional opcode
Friend Commands:
- Add /friend add <name>, /addfriend <name> to add friends
- Add /friend remove <name>, /removefriend <name> to remove friends
- Support aliases: /delfriend, /remfriend
- Maintain local friends cache mapping names to GUIDs for lookups
- Display status messages for all friend actions:
- Friend added/removed confirmations
- Friend online/offline notifications
- Error messages (not found, already friends, list full, ignoring)
Social Opcodes:
- Add CMSG_ADD_FRIEND (0x69) and SMSG_FRIEND_STATUS (0x68)
- Add CMSG_DEL_FRIEND (0x6A) for friend removal
- Add CMSG_SET_CONTACT_NOTES (0x6B) for friend notes (future use)
- Add CMSG_ADD_IGNORE (0x6C) and CMSG_DEL_IGNORE (0x6D) (future use)
Implementation:
- Add RandomRollPacket builder and RandomRollParser for roll data
- Add AddFriendPacket and DelFriendPacket builders
- Add FriendStatusParser to handle server friend status updates
- Add friendsCache map to store friend name-to-GUID mappings
- Add handleRandomRoll() and handleFriendStatus() packet handlers
- Comprehensive slash command parsing with multiple formats and aliases
2026-02-07 12:51:30 -08:00
|
|
|
case Opcode::SMSG_FRIEND_STATUS:
|
|
|
|
|
if (state == WorldState::IN_WORLD) {
|
|
|
|
|
handleFriendStatus(packet);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case Opcode::MSG_RANDOM_ROLL:
|
|
|
|
|
if (state == WorldState::IN_WORLD) {
|
|
|
|
|
handleRandomRoll(packet);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
2026-02-07 12:58:11 -08:00
|
|
|
case Opcode::SMSG_LOGOUT_RESPONSE:
|
|
|
|
|
handleLogoutResponse(packet);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case Opcode::SMSG_LOGOUT_COMPLETE:
|
|
|
|
|
handleLogoutComplete(packet);
|
|
|
|
|
break;
|
|
|
|
|
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
// ---- Phase 1: Foundation ----
|
|
|
|
|
case Opcode::SMSG_NAME_QUERY_RESPONSE:
|
|
|
|
|
handleNameQueryResponse(packet);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case Opcode::SMSG_CREATURE_QUERY_RESPONSE:
|
|
|
|
|
handleCreatureQueryResponse(packet);
|
|
|
|
|
break;
|
|
|
|
|
|
2026-02-06 03:11:43 -08:00
|
|
|
case Opcode::SMSG_ITEM_QUERY_SINGLE_RESPONSE:
|
|
|
|
|
handleItemQueryResponse(packet);
|
|
|
|
|
break;
|
|
|
|
|
|
2026-02-05 12:07:58 -08:00
|
|
|
// ---- XP ----
|
|
|
|
|
case Opcode::SMSG_LOG_XPGAIN:
|
|
|
|
|
handleXpGain(packet);
|
|
|
|
|
break;
|
|
|
|
|
|
2026-02-06 13:47:03 -08:00
|
|
|
// ---- Creature Movement ----
|
|
|
|
|
case Opcode::SMSG_MONSTER_MOVE:
|
|
|
|
|
handleMonsterMove(packet);
|
|
|
|
|
break;
|
|
|
|
|
|
2026-02-07 17:59:40 -08:00
|
|
|
// ---- Speed Changes ----
|
|
|
|
|
case Opcode::SMSG_FORCE_RUN_SPEED_CHANGE:
|
|
|
|
|
handleForceRunSpeedChange(packet);
|
|
|
|
|
break;
|
|
|
|
|
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
// ---- Phase 2: Combat ----
|
|
|
|
|
case Opcode::SMSG_ATTACKSTART:
|
|
|
|
|
handleAttackStart(packet);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_ATTACKSTOP:
|
|
|
|
|
handleAttackStop(packet);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_ATTACKERSTATEUPDATE:
|
|
|
|
|
handleAttackerStateUpdate(packet);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_SPELLNONMELEEDAMAGELOG:
|
|
|
|
|
handleSpellDamageLog(packet);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_SPELLHEALLOG:
|
|
|
|
|
handleSpellHealLog(packet);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
// ---- Phase 3: Spells ----
|
|
|
|
|
case Opcode::SMSG_INITIAL_SPELLS:
|
|
|
|
|
handleInitialSpells(packet);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_CAST_FAILED:
|
|
|
|
|
handleCastFailed(packet);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_SPELL_START:
|
|
|
|
|
handleSpellStart(packet);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_SPELL_GO:
|
|
|
|
|
handleSpellGo(packet);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_SPELL_FAILURE:
|
|
|
|
|
// Spell failed mid-cast
|
|
|
|
|
casting = false;
|
|
|
|
|
currentCastSpellId = 0;
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_SPELL_COOLDOWN:
|
|
|
|
|
handleSpellCooldown(packet);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_COOLDOWN_EVENT:
|
|
|
|
|
handleCooldownEvent(packet);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_AURA_UPDATE:
|
|
|
|
|
handleAuraUpdate(packet, false);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_AURA_UPDATE_ALL:
|
|
|
|
|
handleAuraUpdate(packet, true);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_LEARNED_SPELL:
|
|
|
|
|
handleLearnedSpell(packet);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_REMOVED_SPELL:
|
|
|
|
|
handleRemovedSpell(packet);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
// ---- Phase 4: Group ----
|
|
|
|
|
case Opcode::SMSG_GROUP_INVITE:
|
|
|
|
|
handleGroupInvite(packet);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_GROUP_DECLINE:
|
|
|
|
|
handleGroupDecline(packet);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_GROUP_LIST:
|
|
|
|
|
handleGroupList(packet);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_GROUP_UNINVITE:
|
|
|
|
|
handleGroupUninvite(packet);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_PARTY_COMMAND_RESULT:
|
|
|
|
|
handlePartyCommandResult(packet);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
// ---- Phase 5: Loot/Gossip/Vendor ----
|
|
|
|
|
case Opcode::SMSG_LOOT_RESPONSE:
|
|
|
|
|
handleLootResponse(packet);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_LOOT_RELEASE_RESPONSE:
|
|
|
|
|
handleLootReleaseResponse(packet);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_LOOT_REMOVED:
|
|
|
|
|
handleLootRemoved(packet);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_GOSSIP_MESSAGE:
|
|
|
|
|
handleGossipMessage(packet);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_GOSSIP_COMPLETE:
|
|
|
|
|
handleGossipComplete(packet);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_LIST_INVENTORY:
|
|
|
|
|
handleListInventory(packet);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
// Silently ignore common packets we don't handle yet
|
|
|
|
|
case Opcode::SMSG_FEATURE_SYSTEM_STATUS:
|
|
|
|
|
case Opcode::SMSG_SET_FLAT_SPELL_MODIFIER:
|
|
|
|
|
case Opcode::SMSG_SET_PCT_SPELL_MODIFIER:
|
|
|
|
|
case Opcode::SMSG_SPELL_DELAYED:
|
|
|
|
|
case Opcode::SMSG_UPDATE_AURA_DURATION:
|
|
|
|
|
case Opcode::SMSG_PERIODICAURALOG:
|
|
|
|
|
case Opcode::SMSG_SPELLENERGIZELOG:
|
|
|
|
|
case Opcode::SMSG_ENVIRONMENTALDAMAGELOG:
|
2026-02-06 13:47:03 -08:00
|
|
|
case Opcode::SMSG_LOOT_MONEY_NOTIFY: {
|
|
|
|
|
// uint32 money + uint8 soleLooter
|
|
|
|
|
if (packet.getSize() - packet.getReadPos() >= 4) {
|
|
|
|
|
uint32_t amount = packet.readUInt32();
|
|
|
|
|
playerMoneyCopper_ += amount;
|
|
|
|
|
LOG_INFO("Looted ", amount, " copper (total: ", playerMoneyCopper_, ")");
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
case Opcode::SMSG_LOOT_CLEAR_MONEY:
|
|
|
|
|
case Opcode::SMSG_NPC_TEXT_UPDATE:
|
2026-02-06 19:50:22 -08:00
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_SELL_ITEM: {
|
|
|
|
|
// uint64 vendorGuid, uint64 itemGuid, uint8 result
|
|
|
|
|
if ((packet.getSize() - packet.getReadPos()) >= 17) {
|
|
|
|
|
packet.readUInt64(); // vendorGuid
|
|
|
|
|
packet.readUInt64(); // itemGuid
|
|
|
|
|
uint8_t result = packet.readUInt8();
|
|
|
|
|
if (result != 0) {
|
|
|
|
|
static const char* sellErrors[] = {
|
|
|
|
|
"OK", "Can't find item", "Can't sell item",
|
|
|
|
|
"Can't find vendor", "You don't own that item",
|
|
|
|
|
"Unknown error", "Only empty bag"
|
|
|
|
|
};
|
|
|
|
|
const char* msg = (result < 7) ? sellErrors[result] : "Unknown sell error";
|
|
|
|
|
addSystemChatMessage(std::string("Sell failed: ") + msg);
|
|
|
|
|
LOG_WARNING("SMSG_SELL_ITEM error: ", (int)result, " (", msg, ")");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case Opcode::SMSG_INVENTORY_CHANGE_FAILURE: {
|
|
|
|
|
if ((packet.getSize() - packet.getReadPos()) >= 1) {
|
|
|
|
|
uint8_t error = packet.readUInt8();
|
|
|
|
|
if (error != 0) {
|
|
|
|
|
LOG_WARNING("SMSG_INVENTORY_CHANGE_FAILURE: error=", (int)error);
|
2026-02-07 13:59:39 -08:00
|
|
|
// InventoryResult enum (AzerothCore 3.3.5a)
|
|
|
|
|
const char* errMsg = nullptr;
|
2026-02-06 19:50:22 -08:00
|
|
|
switch (error) {
|
2026-02-07 13:59:39 -08:00
|
|
|
case 1: errMsg = "You must reach level %d to use that item."; break;
|
|
|
|
|
case 2: errMsg = "You don't have the required skill."; break;
|
|
|
|
|
case 3: errMsg = "That item doesn't go in that slot."; break;
|
|
|
|
|
case 4: errMsg = "That bag is full."; break;
|
|
|
|
|
case 5: errMsg = "Can't put bags in bags."; break;
|
|
|
|
|
case 6: errMsg = "Can't trade equipped bags."; break;
|
|
|
|
|
case 7: errMsg = "That slot only holds ammo."; break;
|
|
|
|
|
case 8: errMsg = "You can't use that item."; break;
|
|
|
|
|
case 9: errMsg = "No equipment slot available."; break;
|
|
|
|
|
case 10: errMsg = "You can never use that item."; break;
|
|
|
|
|
case 11: errMsg = "You can never use that item."; break;
|
|
|
|
|
case 12: errMsg = "No equipment slot available."; break;
|
|
|
|
|
case 13: errMsg = "Can't equip with a two-handed weapon."; break;
|
|
|
|
|
case 14: errMsg = "Can't dual-wield."; break;
|
|
|
|
|
case 15: errMsg = "That item doesn't go in that bag."; break;
|
|
|
|
|
case 16: errMsg = "That item doesn't go in that bag."; break;
|
|
|
|
|
case 17: errMsg = "You can't carry any more of those."; break;
|
|
|
|
|
case 18: errMsg = "No equipment slot available."; break;
|
|
|
|
|
case 19: errMsg = "Can't stack those items."; break;
|
|
|
|
|
case 20: errMsg = "That item can't be equipped."; break;
|
|
|
|
|
case 21: errMsg = "Can't swap items."; break;
|
|
|
|
|
case 22: errMsg = "That slot is empty."; break;
|
|
|
|
|
case 23: errMsg = "Item not found."; break;
|
|
|
|
|
case 24: errMsg = "Can't drop soulbound items."; break;
|
|
|
|
|
case 25: errMsg = "Out of range."; break;
|
|
|
|
|
case 26: errMsg = "Need to split more than 1."; break;
|
|
|
|
|
case 27: errMsg = "Split failed."; break;
|
|
|
|
|
case 28: errMsg = "Not enough reagents."; break;
|
|
|
|
|
case 29: errMsg = "Not enough money."; break;
|
|
|
|
|
case 30: errMsg = "Not a bag."; break;
|
|
|
|
|
case 31: errMsg = "Can't destroy non-empty bag."; break;
|
|
|
|
|
case 32: errMsg = "You don't own that item."; break;
|
|
|
|
|
case 33: errMsg = "You can only have one quiver."; break;
|
|
|
|
|
case 34: errMsg = "No free bank slots."; break;
|
|
|
|
|
case 35: errMsg = "No bank here."; break;
|
|
|
|
|
case 36: errMsg = "Item is locked."; break;
|
|
|
|
|
case 37: errMsg = "You are stunned."; break;
|
|
|
|
|
case 38: errMsg = "You are dead."; break;
|
|
|
|
|
case 39: errMsg = "Can't do that right now."; break;
|
|
|
|
|
case 40: errMsg = "Internal bag error."; break;
|
|
|
|
|
case 49: errMsg = "Loot is gone."; break;
|
|
|
|
|
case 50: errMsg = "Inventory is full."; break;
|
|
|
|
|
case 51: errMsg = "Bank is full."; break;
|
|
|
|
|
case 52: errMsg = "That item is sold out."; break;
|
|
|
|
|
case 58: errMsg = "That object is busy."; break;
|
|
|
|
|
case 60: errMsg = "Can't do that in combat."; break;
|
|
|
|
|
case 61: errMsg = "Can't do that while disarmed."; break;
|
|
|
|
|
case 63: errMsg = "Requires a higher rank."; break;
|
|
|
|
|
case 64: errMsg = "Requires higher reputation."; break;
|
|
|
|
|
case 67: errMsg = "That item is unique-equipped."; break;
|
|
|
|
|
case 69: errMsg = "Not enough honor points."; break;
|
|
|
|
|
case 70: errMsg = "Not enough arena points."; break;
|
|
|
|
|
case 77: errMsg = "Too much gold."; break;
|
|
|
|
|
case 78: errMsg = "Can't do that during arena match."; break;
|
|
|
|
|
case 80: errMsg = "Requires a personal arena rating."; break;
|
|
|
|
|
case 87: errMsg = "Requires a higher level."; break;
|
|
|
|
|
case 88: errMsg = "Requires the right talent."; break;
|
|
|
|
|
default: break;
|
2026-02-06 19:50:22 -08:00
|
|
|
}
|
2026-02-07 13:59:39 -08:00
|
|
|
std::string msg = errMsg ? errMsg : "Inventory error (" + std::to_string(error) + ").";
|
2026-02-06 19:50:22 -08:00
|
|
|
addSystemChatMessage(msg);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
case Opcode::SMSG_BUY_FAILED:
|
|
|
|
|
case Opcode::SMSG_GAMEOBJECT_QUERY_RESPONSE:
|
|
|
|
|
case Opcode::MSG_RAID_TARGET_UPDATE:
|
2026-02-06 13:47:03 -08:00
|
|
|
break;
|
2026-02-06 20:10:10 -08:00
|
|
|
case Opcode::SMSG_QUESTGIVER_STATUS: {
|
|
|
|
|
// uint64 npcGuid + uint8 status
|
|
|
|
|
if (packet.getSize() - packet.getReadPos() >= 9) {
|
|
|
|
|
uint64_t npcGuid = packet.readUInt64();
|
|
|
|
|
uint8_t status = packet.readUInt8();
|
|
|
|
|
npcQuestStatus_[npcGuid] = static_cast<QuestGiverStatus>(status);
|
|
|
|
|
LOG_DEBUG("SMSG_QUESTGIVER_STATUS: guid=0x", std::hex, npcGuid, std::dec, " status=", (int)status);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case Opcode::SMSG_QUESTGIVER_STATUS_MULTIPLE: {
|
|
|
|
|
// uint32 count, then count * (uint64 guid + uint8 status)
|
|
|
|
|
if (packet.getSize() - packet.getReadPos() >= 4) {
|
|
|
|
|
uint32_t count = packet.readUInt32();
|
|
|
|
|
for (uint32_t i = 0; i < count; ++i) {
|
|
|
|
|
if (packet.getSize() - packet.getReadPos() < 9) break;
|
|
|
|
|
uint64_t npcGuid = packet.readUInt64();
|
|
|
|
|
uint8_t status = packet.readUInt8();
|
|
|
|
|
npcQuestStatus_[npcGuid] = static_cast<QuestGiverStatus>(status);
|
|
|
|
|
}
|
|
|
|
|
LOG_DEBUG("SMSG_QUESTGIVER_STATUS_MULTIPLE: ", count, " entries");
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
2026-02-06 11:45:35 -08:00
|
|
|
case Opcode::SMSG_QUESTGIVER_QUEST_DETAILS:
|
2026-02-06 11:59:51 -08:00
|
|
|
handleQuestDetails(packet);
|
|
|
|
|
break;
|
2026-02-06 13:47:03 -08:00
|
|
|
case Opcode::SMSG_QUESTGIVER_QUEST_COMPLETE: {
|
|
|
|
|
// Mark quest as complete in local log
|
|
|
|
|
if (packet.getSize() - packet.getReadPos() >= 4) {
|
|
|
|
|
uint32_t questId = packet.readUInt32();
|
2026-02-06 20:16:38 -08:00
|
|
|
for (auto it = questLog_.begin(); it != questLog_.end(); ++it) {
|
|
|
|
|
if (it->questId == questId) {
|
|
|
|
|
questLog_.erase(it);
|
2026-02-06 13:47:03 -08:00
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-06 20:16:38 -08:00
|
|
|
// Re-query all nearby quest giver NPCs so markers refresh
|
|
|
|
|
if (socket) {
|
|
|
|
|
for (const auto& [guid, entity] : entityManager.getEntities()) {
|
|
|
|
|
if (entity->getType() != ObjectType::UNIT) continue;
|
|
|
|
|
auto unit = std::static_pointer_cast<Unit>(entity);
|
|
|
|
|
if (unit->getNpcFlags() & 0x02) {
|
|
|
|
|
network::Packet qsPkt(static_cast<uint16_t>(Opcode::CMSG_QUESTGIVER_STATUS_QUERY));
|
|
|
|
|
qsPkt.writeUInt64(guid);
|
|
|
|
|
socket->send(qsPkt);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-06 13:47:03 -08:00
|
|
|
break;
|
|
|
|
|
}
|
2026-02-06 11:45:35 -08:00
|
|
|
case Opcode::SMSG_QUESTGIVER_REQUEST_ITEMS:
|
2026-02-06 21:50:15 -08:00
|
|
|
handleQuestRequestItems(packet);
|
|
|
|
|
break;
|
2026-02-06 11:45:35 -08:00
|
|
|
case Opcode::SMSG_QUESTGIVER_OFFER_REWARD:
|
2026-02-06 21:50:15 -08:00
|
|
|
handleQuestOfferReward(packet);
|
|
|
|
|
break;
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
case Opcode::SMSG_GROUP_SET_LEADER:
|
|
|
|
|
LOG_DEBUG("Ignoring known opcode: 0x", std::hex, opcode, std::dec);
|
|
|
|
|
break;
|
|
|
|
|
|
2026-02-07 16:59:20 -08:00
|
|
|
// ---- Teleport / Transfer ----
|
|
|
|
|
case Opcode::MSG_MOVE_TELEPORT_ACK:
|
|
|
|
|
handleTeleportAck(packet);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_TRANSFER_PENDING:
|
|
|
|
|
LOG_INFO("SMSG_TRANSFER_PENDING received - map transfer incoming");
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
// ---- Taxi / Flight Paths ----
|
|
|
|
|
case Opcode::SMSG_SHOWTAXINODES:
|
|
|
|
|
handleShowTaxiNodes(packet);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::SMSG_ACTIVATETAXIREPLY:
|
|
|
|
|
handleActivateTaxiReply(packet);
|
|
|
|
|
break;
|
2026-02-07 17:59:40 -08:00
|
|
|
case Opcode::SMSG_NEW_TAXI_PATH:
|
|
|
|
|
// Empty packet - server signals a new flight path was learned
|
|
|
|
|
// The actual node details come in the next SMSG_SHOWTAXINODES
|
|
|
|
|
addSystemChatMessage("New flight path discovered!");
|
|
|
|
|
break;
|
2026-02-07 16:59:20 -08:00
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
default:
|
|
|
|
|
LOG_WARNING("Unhandled world opcode: 0x", std::hex, opcode, std::dec);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleAuthChallenge(network::Packet& packet) {
|
|
|
|
|
LOG_INFO("Handling SMSG_AUTH_CHALLENGE");
|
|
|
|
|
|
|
|
|
|
AuthChallengeData challenge;
|
|
|
|
|
if (!AuthChallengeParser::parse(packet, challenge)) {
|
|
|
|
|
fail("Failed to parse SMSG_AUTH_CHALLENGE");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!challenge.isValid()) {
|
|
|
|
|
fail("Invalid auth challenge data");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Store server seed
|
|
|
|
|
serverSeed = challenge.serverSeed;
|
|
|
|
|
LOG_DEBUG("Server seed: 0x", std::hex, serverSeed, std::dec);
|
|
|
|
|
|
|
|
|
|
setState(WorldState::CHALLENGE_RECEIVED);
|
|
|
|
|
|
|
|
|
|
// Send authentication session
|
|
|
|
|
sendAuthSession();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::sendAuthSession() {
|
|
|
|
|
LOG_INFO("Sending CMSG_AUTH_SESSION");
|
|
|
|
|
|
|
|
|
|
// Build authentication packet
|
|
|
|
|
auto packet = AuthSessionPacket::build(
|
|
|
|
|
build,
|
|
|
|
|
accountName,
|
|
|
|
|
clientSeed,
|
|
|
|
|
sessionKey,
|
|
|
|
|
serverSeed
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
LOG_DEBUG("CMSG_AUTH_SESSION packet size: ", packet.getSize(), " bytes");
|
|
|
|
|
|
2026-02-05 21:03:11 -08:00
|
|
|
// Send packet (unencrypted - this is the last unencrypted packet)
|
2026-02-02 12:24:50 -08:00
|
|
|
socket->send(packet);
|
|
|
|
|
|
2026-02-05 21:03:11 -08:00
|
|
|
// Enable encryption IMMEDIATELY after sending AUTH_SESSION
|
|
|
|
|
// AzerothCore enables encryption before sending AUTH_RESPONSE,
|
|
|
|
|
// so we need to be ready to decrypt the response
|
|
|
|
|
LOG_INFO("Enabling encryption immediately after AUTH_SESSION");
|
2026-02-02 12:24:50 -08:00
|
|
|
socket->initEncryption(sessionKey);
|
|
|
|
|
|
|
|
|
|
setState(WorldState::AUTH_SENT);
|
2026-02-05 21:03:11 -08:00
|
|
|
LOG_INFO("CMSG_AUTH_SESSION sent, encryption enabled, waiting for AUTH_RESPONSE...");
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleAuthResponse(network::Packet& packet) {
|
|
|
|
|
LOG_INFO("Handling SMSG_AUTH_RESPONSE");
|
|
|
|
|
|
|
|
|
|
AuthResponseData response;
|
|
|
|
|
if (!AuthResponseParser::parse(packet, response)) {
|
|
|
|
|
fail("Failed to parse SMSG_AUTH_RESPONSE");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!response.isSuccess()) {
|
|
|
|
|
std::string reason = std::string("Authentication failed: ") +
|
|
|
|
|
getAuthResultString(response.result);
|
|
|
|
|
fail(reason);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 21:03:11 -08:00
|
|
|
// Encryption was already enabled after sending AUTH_SESSION
|
|
|
|
|
LOG_INFO("AUTH_RESPONSE OK - world authentication successful");
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
setState(WorldState::AUTHENTICATED);
|
|
|
|
|
|
|
|
|
|
LOG_INFO("========================================");
|
|
|
|
|
LOG_INFO(" WORLD AUTHENTICATION SUCCESSFUL!");
|
|
|
|
|
LOG_INFO("========================================");
|
|
|
|
|
LOG_INFO("Connected to world server");
|
|
|
|
|
LOG_INFO("Ready for character operations");
|
|
|
|
|
|
|
|
|
|
setState(WorldState::READY);
|
|
|
|
|
|
2026-02-05 21:03:11 -08:00
|
|
|
// Request character list automatically
|
|
|
|
|
requestCharacterList();
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
// Call success callback
|
|
|
|
|
if (onSuccess) {
|
|
|
|
|
onSuccess();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::requestCharacterList() {
|
2026-02-05 21:03:11 -08:00
|
|
|
if (state != WorldState::READY && state != WorldState::AUTHENTICATED &&
|
|
|
|
|
state != WorldState::CHAR_LIST_RECEIVED) {
|
2026-02-02 12:24:50 -08:00
|
|
|
LOG_WARNING("Cannot request character list in state: ", (int)state);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Requesting character list from server...");
|
|
|
|
|
|
|
|
|
|
// Build CMSG_CHAR_ENUM packet (no body, just opcode)
|
|
|
|
|
auto packet = CharEnumPacket::build();
|
|
|
|
|
|
|
|
|
|
// Send packet
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
|
|
|
|
|
setState(WorldState::CHAR_LIST_REQUESTED);
|
|
|
|
|
LOG_INFO("CMSG_CHAR_ENUM sent, waiting for character list...");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleCharEnum(network::Packet& packet) {
|
|
|
|
|
LOG_INFO("Handling SMSG_CHAR_ENUM");
|
|
|
|
|
|
|
|
|
|
CharEnumResponse response;
|
|
|
|
|
if (!CharEnumParser::parse(packet, response)) {
|
|
|
|
|
fail("Failed to parse SMSG_CHAR_ENUM");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Store characters
|
|
|
|
|
characters = response.characters;
|
|
|
|
|
|
|
|
|
|
setState(WorldState::CHAR_LIST_RECEIVED);
|
|
|
|
|
|
|
|
|
|
LOG_INFO("========================================");
|
|
|
|
|
LOG_INFO(" CHARACTER LIST RECEIVED");
|
|
|
|
|
LOG_INFO("========================================");
|
|
|
|
|
LOG_INFO("Found ", characters.size(), " character(s)");
|
|
|
|
|
|
|
|
|
|
if (characters.empty()) {
|
|
|
|
|
LOG_INFO("No characters on this account");
|
|
|
|
|
} else {
|
|
|
|
|
LOG_INFO("Characters:");
|
|
|
|
|
for (size_t i = 0; i < characters.size(); ++i) {
|
|
|
|
|
const auto& character = characters[i];
|
|
|
|
|
LOG_INFO(" [", i + 1, "] ", character.name);
|
|
|
|
|
LOG_INFO(" GUID: 0x", std::hex, character.guid, std::dec);
|
|
|
|
|
LOG_INFO(" ", getRaceName(character.race), " ",
|
|
|
|
|
getClassName(character.characterClass));
|
|
|
|
|
LOG_INFO(" Level ", (int)character.level);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Ready to select character");
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 14:13:48 -08:00
|
|
|
void GameHandler::createCharacter(const CharCreateData& data) {
|
|
|
|
|
|
|
|
|
|
// Online mode: send packet to server
|
|
|
|
|
if (!socket) {
|
|
|
|
|
LOG_WARNING("Cannot create character: not connected");
|
|
|
|
|
if (charCreateCallback_) {
|
|
|
|
|
charCreateCallback_(false, "Not connected to server");
|
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = CharCreatePacket::build(data);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
LOG_INFO("CMSG_CHAR_CREATE sent for: ", data.name);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleCharCreateResponse(network::Packet& packet) {
|
|
|
|
|
CharCreateResponseData data;
|
|
|
|
|
if (!CharCreateResponseParser::parse(packet, data)) {
|
|
|
|
|
LOG_ERROR("Failed to parse SMSG_CHAR_CREATE");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (data.result == CharCreateResult::SUCCESS) {
|
|
|
|
|
LOG_INFO("Character created successfully");
|
|
|
|
|
requestCharacterList();
|
|
|
|
|
if (charCreateCallback_) {
|
|
|
|
|
charCreateCallback_(true, "Character created!");
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
std::string msg;
|
|
|
|
|
switch (data.result) {
|
2026-02-05 21:03:11 -08:00
|
|
|
case CharCreateResult::ERROR: msg = "Server error"; break;
|
|
|
|
|
case CharCreateResult::FAILED: msg = "Creation failed"; break;
|
2026-02-05 14:13:48 -08:00
|
|
|
case CharCreateResult::NAME_IN_USE: msg = "Name already in use"; break;
|
|
|
|
|
case CharCreateResult::DISABLED: msg = "Character creation disabled"; break;
|
2026-02-05 21:03:11 -08:00
|
|
|
case CharCreateResult::PVP_TEAMS_VIOLATION: msg = "PvP faction violation"; break;
|
2026-02-05 14:13:48 -08:00
|
|
|
case CharCreateResult::SERVER_LIMIT: msg = "Server character limit reached"; break;
|
|
|
|
|
case CharCreateResult::ACCOUNT_LIMIT: msg = "Account character limit reached"; break;
|
2026-02-05 21:03:11 -08:00
|
|
|
case CharCreateResult::SERVER_QUEUE: msg = "Server is queued"; break;
|
|
|
|
|
case CharCreateResult::ONLY_EXISTING: msg = "Only existing characters allowed"; break;
|
|
|
|
|
case CharCreateResult::EXPANSION: msg = "Expansion required"; break;
|
|
|
|
|
case CharCreateResult::EXPANSION_CLASS: msg = "Expansion required for this class"; break;
|
|
|
|
|
case CharCreateResult::LEVEL_REQUIREMENT: msg = "Level requirement not met"; break;
|
|
|
|
|
case CharCreateResult::UNIQUE_CLASS_LIMIT: msg = "Unique class limit reached"; break;
|
|
|
|
|
case CharCreateResult::RESTRICTED_RACECLASS: msg = "Race/class combination not allowed"; break;
|
|
|
|
|
// Name validation errors
|
|
|
|
|
case CharCreateResult::NAME_FAILURE: msg = "Invalid name"; break;
|
|
|
|
|
case CharCreateResult::NAME_NO_NAME: msg = "Please enter a name"; break;
|
|
|
|
|
case CharCreateResult::NAME_TOO_SHORT: msg = "Name is too short"; break;
|
|
|
|
|
case CharCreateResult::NAME_TOO_LONG: msg = "Name is too long"; break;
|
|
|
|
|
case CharCreateResult::NAME_INVALID_CHARACTER: msg = "Name contains invalid characters"; break;
|
|
|
|
|
case CharCreateResult::NAME_MIXED_LANGUAGES: msg = "Name mixes languages"; break;
|
|
|
|
|
case CharCreateResult::NAME_PROFANE: msg = "Name contains profanity"; break;
|
|
|
|
|
case CharCreateResult::NAME_RESERVED: msg = "Name is reserved"; break;
|
|
|
|
|
case CharCreateResult::NAME_INVALID_APOSTROPHE: msg = "Invalid apostrophe in name"; break;
|
|
|
|
|
case CharCreateResult::NAME_MULTIPLE_APOSTROPHES: msg = "Name has multiple apostrophes"; break;
|
|
|
|
|
case CharCreateResult::NAME_THREE_CONSECUTIVE: msg = "Name has 3+ consecutive same letters"; break;
|
|
|
|
|
case CharCreateResult::NAME_INVALID_SPACE: msg = "Invalid space in name"; break;
|
|
|
|
|
case CharCreateResult::NAME_CONSECUTIVE_SPACES: msg = "Name has consecutive spaces"; break;
|
|
|
|
|
default: msg = "Unknown error (code " + std::to_string(static_cast<int>(data.result)) + ")"; break;
|
2026-02-05 14:13:48 -08:00
|
|
|
}
|
2026-02-05 21:03:11 -08:00
|
|
|
LOG_WARNING("Character creation failed: ", msg, " (code=", static_cast<int>(data.result), ")");
|
2026-02-05 14:13:48 -08:00
|
|
|
if (charCreateCallback_) {
|
|
|
|
|
charCreateCallback_(false, msg);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 03:24:46 -08:00
|
|
|
void GameHandler::deleteCharacter(uint64_t characterGuid) {
|
|
|
|
|
if (!socket) {
|
|
|
|
|
if (charDeleteCallback_) charDeleteCallback_(false);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
network::Packet packet(static_cast<uint16_t>(Opcode::CMSG_CHAR_DELETE));
|
|
|
|
|
packet.writeUInt64(characterGuid);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
LOG_INFO("CMSG_CHAR_DELETE sent for GUID: 0x", std::hex, characterGuid, std::dec);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 14:35:12 -08:00
|
|
|
const Character* GameHandler::getActiveCharacter() const {
|
|
|
|
|
if (activeCharacterGuid_ == 0) return nullptr;
|
|
|
|
|
for (const auto& ch : characters) {
|
|
|
|
|
if (ch.guid == activeCharacterGuid_) return &ch;
|
|
|
|
|
}
|
|
|
|
|
return nullptr;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const Character* GameHandler::getFirstCharacter() const {
|
|
|
|
|
if (characters.empty()) return nullptr;
|
|
|
|
|
return &characters.front();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2026-02-05 14:38:58 -08:00
|
|
|
|
2026-02-05 15:07:13 -08:00
|
|
|
|
2026-02-05 14:35:12 -08:00
|
|
|
|
2026-02-05 14:38:58 -08:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2026-02-05 14:55:42 -08:00
|
|
|
|
|
|
|
|
|
2026-02-05 14:35:12 -08:00
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
void GameHandler::selectCharacter(uint64_t characterGuid) {
|
|
|
|
|
if (state != WorldState::CHAR_LIST_RECEIVED) {
|
|
|
|
|
LOG_WARNING("Cannot select character in state: ", (int)state);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_INFO("========================================");
|
|
|
|
|
LOG_INFO(" ENTERING WORLD");
|
|
|
|
|
LOG_INFO("========================================");
|
|
|
|
|
LOG_INFO("Character GUID: 0x", std::hex, characterGuid, std::dec);
|
|
|
|
|
|
|
|
|
|
// Find character name for logging
|
|
|
|
|
for (const auto& character : characters) {
|
|
|
|
|
if (character.guid == characterGuid) {
|
|
|
|
|
LOG_INFO("Character: ", character.name);
|
|
|
|
|
LOG_INFO("Level ", (int)character.level, " ",
|
|
|
|
|
getRaceName(character.race), " ",
|
|
|
|
|
getClassName(character.characterClass));
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
// Store player GUID
|
|
|
|
|
playerGuid = characterGuid;
|
|
|
|
|
|
Fix vendor buying, improve character select, parallelize WMO culling, and optimize collision
- Fix CMSG_BUY_ITEM count field from uint8 to uint32 (server silently dropped undersized packets)
- Character select screen: remember last selected character, two-column layout with details panel, double-click to enter world, responsive window sizing
- Fix stale character data between logins by replacing static init flag with per-character GUID tracking
- Parallelize WMO visibility culling across worker threads (same pattern as M2 renderer)
- Optimize WMO collision queries with world-space group bounds early rejection in getFloorHeight, checkWallCollision, isInsideWMO, and raycastBoundingBoxes
- Reduce camera ground samples from 5 to 3 movement-aligned probes
- Add WMO interior lighting, unlit materials, vertex color multiply, and alpha blending support
2026-02-07 15:29:19 -08:00
|
|
|
// Reset per-character state so previous character data doesn't bleed through
|
|
|
|
|
inventory = Inventory();
|
|
|
|
|
onlineItems_.clear();
|
|
|
|
|
pendingItemQueries_.clear();
|
|
|
|
|
equipSlotGuids_ = {};
|
|
|
|
|
backpackSlotGuids_ = {};
|
|
|
|
|
invSlotBase_ = -1;
|
|
|
|
|
packSlotBase_ = -1;
|
|
|
|
|
lastPlayerFields_.clear();
|
|
|
|
|
onlineEquipDirty_ = false;
|
|
|
|
|
playerMoneyCopper_ = 0;
|
|
|
|
|
knownSpells.clear();
|
|
|
|
|
spellCooldowns.clear();
|
|
|
|
|
actionBar = {};
|
|
|
|
|
playerAuras.clear();
|
|
|
|
|
targetAuras.clear();
|
|
|
|
|
playerXp_ = 0;
|
|
|
|
|
playerNextLevelXp_ = 0;
|
|
|
|
|
serverPlayerLevel_ = 1;
|
|
|
|
|
playerSkills_.clear();
|
|
|
|
|
questLog_.clear();
|
|
|
|
|
npcQuestStatus_.clear();
|
|
|
|
|
hostileAttackers_.clear();
|
|
|
|
|
combatText.clear();
|
|
|
|
|
autoAttacking = false;
|
|
|
|
|
autoAttackTarget = 0;
|
|
|
|
|
casting = false;
|
|
|
|
|
currentCastSpellId = 0;
|
|
|
|
|
castTimeRemaining = 0.0f;
|
|
|
|
|
castTimeTotal = 0.0f;
|
|
|
|
|
playerDead_ = false;
|
|
|
|
|
targetGuid = 0;
|
|
|
|
|
focusGuid = 0;
|
|
|
|
|
lastTargetGuid = 0;
|
|
|
|
|
tabCycleStale = true;
|
|
|
|
|
entityManager = EntityManager();
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
// Build CMSG_PLAYER_LOGIN packet
|
|
|
|
|
auto packet = PlayerLoginPacket::build(characterGuid);
|
|
|
|
|
|
|
|
|
|
// Send packet
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
|
|
|
|
|
setState(WorldState::ENTERING_WORLD);
|
|
|
|
|
LOG_INFO("CMSG_PLAYER_LOGIN sent, entering world...");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleLoginVerifyWorld(network::Packet& packet) {
|
|
|
|
|
LOG_INFO("Handling SMSG_LOGIN_VERIFY_WORLD");
|
|
|
|
|
|
|
|
|
|
LoginVerifyWorldData data;
|
|
|
|
|
if (!LoginVerifyWorldParser::parse(packet, data)) {
|
|
|
|
|
fail("Failed to parse SMSG_LOGIN_VERIFY_WORLD");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!data.isValid()) {
|
|
|
|
|
fail("Invalid world entry data");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 16:59:20 -08:00
|
|
|
// Successfully entered the world (or teleported)
|
|
|
|
|
currentMapId_ = data.mapId;
|
2026-02-02 12:24:50 -08:00
|
|
|
setState(WorldState::IN_WORLD);
|
|
|
|
|
|
|
|
|
|
LOG_INFO("========================================");
|
|
|
|
|
LOG_INFO(" SUCCESSFULLY ENTERED WORLD!");
|
|
|
|
|
LOG_INFO("========================================");
|
|
|
|
|
LOG_INFO("Map ID: ", data.mapId);
|
|
|
|
|
LOG_INFO("Position: (", data.x, ", ", data.y, ", ", data.z, ")");
|
|
|
|
|
LOG_INFO("Orientation: ", data.orientation, " radians");
|
|
|
|
|
LOG_INFO("Player is now in the game world");
|
|
|
|
|
|
2026-02-04 18:27:52 -08:00
|
|
|
// Initialize movement info with world entry position (server → canonical)
|
|
|
|
|
glm::vec3 canonical = core::coords::serverToCanonical(glm::vec3(data.x, data.y, data.z));
|
|
|
|
|
movementInfo.x = canonical.x;
|
|
|
|
|
movementInfo.y = canonical.y;
|
|
|
|
|
movementInfo.z = canonical.z;
|
2026-02-02 12:24:50 -08:00
|
|
|
movementInfo.orientation = data.orientation;
|
|
|
|
|
movementInfo.flags = 0;
|
|
|
|
|
movementInfo.flags2 = 0;
|
|
|
|
|
movementInfo.time = 0;
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
|
|
|
|
|
// Send CMSG_SET_ACTIVE_MOVER (required by some servers)
|
|
|
|
|
if (playerGuid != 0 && socket) {
|
|
|
|
|
auto activeMoverPacket = SetActiveMoverPacket::build(playerGuid);
|
|
|
|
|
socket->send(activeMoverPacket);
|
|
|
|
|
LOG_INFO("Sent CMSG_SET_ACTIVE_MOVER for player 0x", std::hex, playerGuid, std::dec);
|
|
|
|
|
}
|
2026-02-05 21:28:21 -08:00
|
|
|
|
|
|
|
|
// Notify application to load terrain for this map/position (online mode)
|
|
|
|
|
if (worldEntryCallback_) {
|
|
|
|
|
worldEntryCallback_(data.mapId, data.x, data.y, data.z);
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleAccountDataTimes(network::Packet& packet) {
|
|
|
|
|
LOG_DEBUG("Handling SMSG_ACCOUNT_DATA_TIMES");
|
|
|
|
|
|
|
|
|
|
AccountDataTimesData data;
|
|
|
|
|
if (!AccountDataTimesParser::parse(packet, data)) {
|
|
|
|
|
LOG_WARNING("Failed to parse SMSG_ACCOUNT_DATA_TIMES");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_DEBUG("Account data times received (server time: ", data.serverTime, ")");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleMotd(network::Packet& packet) {
|
|
|
|
|
LOG_INFO("Handling SMSG_MOTD");
|
|
|
|
|
|
|
|
|
|
MotdData data;
|
|
|
|
|
if (!MotdParser::parse(packet, data)) {
|
|
|
|
|
LOG_WARNING("Failed to parse SMSG_MOTD");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!data.isEmpty()) {
|
|
|
|
|
LOG_INFO("========================================");
|
|
|
|
|
LOG_INFO(" MESSAGE OF THE DAY");
|
|
|
|
|
LOG_INFO("========================================");
|
|
|
|
|
for (const auto& line : data.lines) {
|
|
|
|
|
LOG_INFO(line);
|
2026-02-05 13:22:15 -08:00
|
|
|
addSystemChatMessage(std::string("MOTD: ") + line);
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
LOG_INFO("========================================");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::sendPing() {
|
|
|
|
|
if (state != WorldState::IN_WORLD) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Increment sequence number
|
|
|
|
|
pingSequence++;
|
|
|
|
|
|
|
|
|
|
LOG_DEBUG("Sending CMSG_PING (heartbeat)");
|
|
|
|
|
LOG_DEBUG(" Sequence: ", pingSequence);
|
|
|
|
|
|
|
|
|
|
// Build and send ping packet
|
|
|
|
|
auto packet = PingPacket::build(pingSequence, lastLatency);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handlePong(network::Packet& packet) {
|
|
|
|
|
LOG_DEBUG("Handling SMSG_PONG");
|
|
|
|
|
|
|
|
|
|
PongData data;
|
|
|
|
|
if (!PongParser::parse(packet, data)) {
|
|
|
|
|
LOG_WARNING("Failed to parse SMSG_PONG");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Verify sequence matches
|
|
|
|
|
if (data.sequence != pingSequence) {
|
|
|
|
|
LOG_WARNING("SMSG_PONG sequence mismatch: expected ", pingSequence,
|
|
|
|
|
", got ", data.sequence);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_DEBUG("Heartbeat acknowledged (sequence: ", data.sequence, ")");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::sendMovement(Opcode opcode) {
|
|
|
|
|
if (state != WorldState::IN_WORLD) {
|
|
|
|
|
LOG_WARNING("Cannot send movement in state: ", (int)state);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 16:59:20 -08:00
|
|
|
// Block movement during taxi flight
|
|
|
|
|
if (onTaxiFlight_) return;
|
|
|
|
|
|
2026-02-06 09:14:22 -08:00
|
|
|
// Use real millisecond timestamp (server validates for anti-cheat)
|
|
|
|
|
static auto startTime = std::chrono::steady_clock::now();
|
|
|
|
|
auto now = std::chrono::steady_clock::now();
|
|
|
|
|
movementInfo.time = static_cast<uint32_t>(
|
|
|
|
|
std::chrono::duration_cast<std::chrono::milliseconds>(now - startTime).count());
|
2026-02-02 12:24:50 -08:00
|
|
|
|
|
|
|
|
// Update movement flags based on opcode
|
|
|
|
|
switch (opcode) {
|
|
|
|
|
case Opcode::CMSG_MOVE_START_FORWARD:
|
|
|
|
|
movementInfo.flags |= static_cast<uint32_t>(MovementFlags::FORWARD);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::CMSG_MOVE_START_BACKWARD:
|
|
|
|
|
movementInfo.flags |= static_cast<uint32_t>(MovementFlags::BACKWARD);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::CMSG_MOVE_STOP:
|
|
|
|
|
movementInfo.flags &= ~(static_cast<uint32_t>(MovementFlags::FORWARD) |
|
|
|
|
|
static_cast<uint32_t>(MovementFlags::BACKWARD));
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::CMSG_MOVE_START_STRAFE_LEFT:
|
|
|
|
|
movementInfo.flags |= static_cast<uint32_t>(MovementFlags::STRAFE_LEFT);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::CMSG_MOVE_START_STRAFE_RIGHT:
|
|
|
|
|
movementInfo.flags |= static_cast<uint32_t>(MovementFlags::STRAFE_RIGHT);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::CMSG_MOVE_STOP_STRAFE:
|
|
|
|
|
movementInfo.flags &= ~(static_cast<uint32_t>(MovementFlags::STRAFE_LEFT) |
|
|
|
|
|
static_cast<uint32_t>(MovementFlags::STRAFE_RIGHT));
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::CMSG_MOVE_JUMP:
|
|
|
|
|
movementInfo.flags |= static_cast<uint32_t>(MovementFlags::FALLING);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::CMSG_MOVE_START_TURN_LEFT:
|
|
|
|
|
movementInfo.flags |= static_cast<uint32_t>(MovementFlags::TURN_LEFT);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::CMSG_MOVE_START_TURN_RIGHT:
|
|
|
|
|
movementInfo.flags |= static_cast<uint32_t>(MovementFlags::TURN_RIGHT);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::CMSG_MOVE_STOP_TURN:
|
|
|
|
|
movementInfo.flags &= ~(static_cast<uint32_t>(MovementFlags::TURN_LEFT) |
|
|
|
|
|
static_cast<uint32_t>(MovementFlags::TURN_RIGHT));
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::CMSG_MOVE_FALL_LAND:
|
|
|
|
|
movementInfo.flags &= ~static_cast<uint32_t>(MovementFlags::FALLING);
|
|
|
|
|
break;
|
|
|
|
|
case Opcode::CMSG_MOVE_HEARTBEAT:
|
|
|
|
|
// No flag changes — just sends current position
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_DEBUG("Sending movement packet: opcode=0x", std::hex,
|
|
|
|
|
static_cast<uint16_t>(opcode), std::dec);
|
|
|
|
|
|
2026-02-04 18:27:52 -08:00
|
|
|
// Convert canonical → server coordinates for the wire
|
|
|
|
|
MovementInfo wireInfo = movementInfo;
|
|
|
|
|
glm::vec3 serverPos = core::coords::canonicalToServer(glm::vec3(wireInfo.x, wireInfo.y, wireInfo.z));
|
|
|
|
|
wireInfo.x = serverPos.x;
|
|
|
|
|
wireInfo.y = serverPos.y;
|
|
|
|
|
wireInfo.z = serverPos.z;
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
// Build and send movement packet
|
2026-02-06 03:24:46 -08:00
|
|
|
auto packet = MovementPacket::build(opcode, wireInfo, playerGuid);
|
2026-02-02 12:24:50 -08:00
|
|
|
socket->send(packet);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::setPosition(float x, float y, float z) {
|
|
|
|
|
movementInfo.x = x;
|
|
|
|
|
movementInfo.y = y;
|
|
|
|
|
movementInfo.z = z;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::setOrientation(float orientation) {
|
|
|
|
|
movementInfo.orientation = orientation;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleUpdateObject(network::Packet& packet) {
|
|
|
|
|
LOG_INFO("Handling SMSG_UPDATE_OBJECT");
|
|
|
|
|
|
|
|
|
|
UpdateObjectData data;
|
|
|
|
|
if (!UpdateObjectParser::parse(packet, data)) {
|
|
|
|
|
LOG_WARNING("Failed to parse SMSG_UPDATE_OBJECT");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Process out-of-range objects first
|
|
|
|
|
for (uint64_t guid : data.outOfRangeGuids) {
|
|
|
|
|
if (entityManager.hasEntity(guid)) {
|
|
|
|
|
LOG_INFO("Entity went out of range: 0x", std::hex, guid, std::dec);
|
2026-02-07 19:44:03 -08:00
|
|
|
// Trigger despawn callbacks before removing entity
|
|
|
|
|
auto entity = entityManager.getEntity(guid);
|
|
|
|
|
if (entity) {
|
|
|
|
|
if (entity->getType() == ObjectType::UNIT && creatureDespawnCallback_) {
|
|
|
|
|
creatureDespawnCallback_(guid);
|
|
|
|
|
} else if (entity->getType() == ObjectType::GAMEOBJECT && gameObjectDespawnCallback_) {
|
|
|
|
|
gameObjectDespawnCallback_(guid);
|
|
|
|
|
}
|
2026-02-05 21:55:52 -08:00
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
entityManager.removeEntity(guid);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Process update blocks
|
|
|
|
|
for (const auto& block : data.blocks) {
|
|
|
|
|
switch (block.updateType) {
|
|
|
|
|
case UpdateType::CREATE_OBJECT:
|
|
|
|
|
case UpdateType::CREATE_OBJECT2: {
|
|
|
|
|
// Create new entity
|
|
|
|
|
std::shared_ptr<Entity> entity;
|
|
|
|
|
|
|
|
|
|
switch (block.objectType) {
|
|
|
|
|
case ObjectType::PLAYER:
|
|
|
|
|
entity = std::make_shared<Player>(block.guid);
|
|
|
|
|
LOG_INFO("Created player entity: 0x", std::hex, block.guid, std::dec);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case ObjectType::UNIT:
|
|
|
|
|
entity = std::make_shared<Unit>(block.guid);
|
|
|
|
|
LOG_INFO("Created unit entity: 0x", std::hex, block.guid, std::dec);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case ObjectType::GAMEOBJECT:
|
|
|
|
|
entity = std::make_shared<GameObject>(block.guid);
|
|
|
|
|
LOG_INFO("Created gameobject entity: 0x", std::hex, block.guid, std::dec);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
entity = std::make_shared<Entity>(block.guid);
|
|
|
|
|
entity->setType(block.objectType);
|
|
|
|
|
LOG_INFO("Created generic entity: 0x", std::hex, block.guid, std::dec,
|
|
|
|
|
", type=", static_cast<int>(block.objectType));
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-04 18:27:52 -08:00
|
|
|
// Set position from movement block (server → canonical)
|
2026-02-02 12:24:50 -08:00
|
|
|
if (block.hasMovement) {
|
2026-02-04 18:27:52 -08:00
|
|
|
glm::vec3 pos = core::coords::serverToCanonical(glm::vec3(block.x, block.y, block.z));
|
|
|
|
|
entity->setPosition(pos.x, pos.y, pos.z, block.orientation);
|
|
|
|
|
LOG_DEBUG(" Position: (", pos.x, ", ", pos.y, ", ", pos.z, ")");
|
2026-02-07 20:24:25 -08:00
|
|
|
if (block.guid == playerGuid && block.runSpeed > 0.1f && block.runSpeed < 100.0f) {
|
|
|
|
|
serverRunSpeed_ = block.runSpeed;
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Set fields
|
|
|
|
|
for (const auto& field : block.fields) {
|
|
|
|
|
entity->setField(field.first, field.second);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Add to manager
|
|
|
|
|
entityManager.addEntity(block.guid, entity);
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
|
|
|
|
|
// Auto-query names (Phase 1)
|
|
|
|
|
if (block.objectType == ObjectType::PLAYER) {
|
|
|
|
|
queryPlayerName(block.guid);
|
|
|
|
|
} else if (block.objectType == ObjectType::UNIT) {
|
|
|
|
|
// Extract creature entry from fields (UNIT_FIELD_ENTRY = index 54 in 3.3.5a,
|
|
|
|
|
// but the OBJECT_FIELD_ENTRY is at index 3)
|
|
|
|
|
auto it = block.fields.find(3); // OBJECT_FIELD_ENTRY
|
|
|
|
|
if (it != block.fields.end() && it->second != 0) {
|
|
|
|
|
auto unit = std::static_pointer_cast<Unit>(entity);
|
|
|
|
|
unit->setEntry(it->second);
|
2026-02-06 14:24:38 -08:00
|
|
|
// Set name from cache immediately if available
|
|
|
|
|
std::string cached = getCachedCreatureName(it->second);
|
|
|
|
|
if (!cached.empty()) {
|
|
|
|
|
unit->setName(cached);
|
|
|
|
|
}
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
queryCreatureInfo(it->second, block.guid);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-04 11:31:08 -08:00
|
|
|
// Extract health/mana/power from fields (Phase 2) — single pass
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
if (block.objectType == ObjectType::UNIT || block.objectType == ObjectType::PLAYER) {
|
|
|
|
|
auto unit = std::static_pointer_cast<Unit>(entity);
|
2026-02-04 11:31:08 -08:00
|
|
|
for (const auto& [key, val] : block.fields) {
|
|
|
|
|
switch (key) {
|
2026-02-06 17:27:20 -08:00
|
|
|
case 24:
|
|
|
|
|
unit->setHealth(val);
|
|
|
|
|
// Detect dead player on login
|
|
|
|
|
if (block.guid == playerGuid && val == 0) {
|
|
|
|
|
playerDead_ = true;
|
|
|
|
|
LOG_INFO("Player logged in dead");
|
|
|
|
|
}
|
|
|
|
|
break;
|
2026-02-04 11:31:08 -08:00
|
|
|
case 25: unit->setPower(val); break;
|
|
|
|
|
case 32: unit->setMaxHealth(val); break;
|
|
|
|
|
case 33: unit->setMaxPower(val); break;
|
2026-02-06 14:24:38 -08:00
|
|
|
case 55: unit->setFactionTemplate(val); break; // UNIT_FIELD_FACTIONTEMPLATE
|
2026-02-06 03:11:43 -08:00
|
|
|
case 59: unit->setUnitFlags(val); break; // UNIT_FIELD_FLAGS
|
2026-02-04 11:31:08 -08:00
|
|
|
case 54: unit->setLevel(val); break;
|
2026-02-05 21:55:52 -08:00
|
|
|
case 67: unit->setDisplayId(val); break; // UNIT_FIELD_DISPLAYID
|
2026-02-07 17:59:40 -08:00
|
|
|
case 69: // UNIT_FIELD_MOUNTDISPLAYID
|
|
|
|
|
if (block.guid == playerGuid) {
|
|
|
|
|
uint32_t old = currentMountDisplayId_;
|
|
|
|
|
currentMountDisplayId_ = val;
|
2026-02-07 20:24:25 -08:00
|
|
|
if (old == 0 && val != 0) {
|
|
|
|
|
preMountRunSpeed_ = serverRunSpeed_;
|
|
|
|
|
} else if (old != 0 && val == 0) {
|
|
|
|
|
if (preMountRunSpeed_ > 0.1f && preMountRunSpeed_ < 100.0f) {
|
|
|
|
|
serverRunSpeed_ = preMountRunSpeed_;
|
|
|
|
|
} else {
|
|
|
|
|
serverRunSpeed_ = 7.0f;
|
|
|
|
|
}
|
|
|
|
|
preMountRunSpeed_ = 0.0f;
|
|
|
|
|
}
|
2026-02-07 17:59:40 -08:00
|
|
|
if (val != old && mountCallback_) mountCallback_(val);
|
|
|
|
|
}
|
|
|
|
|
unit->setMountDisplayId(val);
|
|
|
|
|
break;
|
2026-02-06 03:11:43 -08:00
|
|
|
case 82: unit->setNpcFlags(val); break; // UNIT_NPC_FLAGS
|
2026-02-04 11:31:08 -08:00
|
|
|
default: break;
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-06 14:24:38 -08:00
|
|
|
// Determine hostility from faction template for online creatures
|
|
|
|
|
if (unit->getFactionTemplate() != 0) {
|
|
|
|
|
unit->setHostile(isHostileFaction(unit->getFactionTemplate()));
|
|
|
|
|
}
|
2026-02-05 21:55:52 -08:00
|
|
|
// Trigger creature spawn callback for units with displayId
|
|
|
|
|
if (block.objectType == ObjectType::UNIT && unit->getDisplayId() != 0) {
|
|
|
|
|
if (creatureSpawnCallback_) {
|
|
|
|
|
creatureSpawnCallback_(block.guid, unit->getDisplayId(),
|
|
|
|
|
unit->getX(), unit->getY(), unit->getZ(), unit->getOrientation());
|
|
|
|
|
}
|
2026-02-06 20:13:28 -08:00
|
|
|
// Query quest giver status for NPCs with questgiver flag (0x02)
|
|
|
|
|
if ((unit->getNpcFlags() & 0x02) && socket) {
|
|
|
|
|
network::Packet qsPkt(static_cast<uint16_t>(Opcode::CMSG_QUESTGIVER_STATUS_QUERY));
|
|
|
|
|
qsPkt.writeUInt64(block.guid);
|
|
|
|
|
socket->send(qsPkt);
|
|
|
|
|
}
|
2026-02-05 21:55:52 -08:00
|
|
|
}
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
}
|
2026-02-07 19:44:03 -08:00
|
|
|
// Extract displayId for gameobjects (3.3.5a: GAMEOBJECT_DISPLAYID = field 8)
|
|
|
|
|
if (block.objectType == ObjectType::GAMEOBJECT) {
|
|
|
|
|
auto go = std::static_pointer_cast<GameObject>(entity);
|
|
|
|
|
auto itDisp = block.fields.find(8);
|
|
|
|
|
if (itDisp != block.fields.end()) {
|
|
|
|
|
go->setDisplayId(itDisp->second);
|
|
|
|
|
}
|
|
|
|
|
if (go->getDisplayId() != 0 && gameObjectSpawnCallback_) {
|
|
|
|
|
gameObjectSpawnCallback_(block.guid, go->getDisplayId(),
|
|
|
|
|
go->getX(), go->getY(), go->getZ(), go->getOrientation());
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-06 03:11:43 -08:00
|
|
|
// Track online item objects
|
|
|
|
|
if (block.objectType == ObjectType::ITEM) {
|
|
|
|
|
auto entryIt = block.fields.find(3); // OBJECT_FIELD_ENTRY
|
|
|
|
|
auto stackIt = block.fields.find(14); // ITEM_FIELD_STACK_COUNT
|
|
|
|
|
if (entryIt != block.fields.end() && entryIt->second != 0) {
|
|
|
|
|
OnlineItemInfo info;
|
|
|
|
|
info.entry = entryIt->second;
|
|
|
|
|
info.stackCount = (stackIt != block.fields.end()) ? stackIt->second : 1;
|
|
|
|
|
onlineItems_[block.guid] = info;
|
|
|
|
|
queryItemInfo(info.entry, block.guid);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 14:21:50 -08:00
|
|
|
// Extract XP / inventory slot / skill fields for player entity
|
2026-02-05 12:07:58 -08:00
|
|
|
if (block.guid == playerGuid && block.objectType == ObjectType::PLAYER) {
|
2026-02-06 18:34:45 -08:00
|
|
|
lastPlayerFields_ = block.fields;
|
|
|
|
|
detectInventorySlotBases(block.fields);
|
2026-02-06 03:11:43 -08:00
|
|
|
bool slotsChanged = false;
|
2026-02-05 12:07:58 -08:00
|
|
|
for (const auto& [key, val] : block.fields) {
|
2026-02-06 03:11:43 -08:00
|
|
|
if (key == 634) { playerXp_ = val; } // PLAYER_XP
|
|
|
|
|
else if (key == 635) { playerNextLevelXp_ = val; } // PLAYER_NEXT_LEVEL_XP
|
2026-02-06 13:47:03 -08:00
|
|
|
else if (key == 54) {
|
|
|
|
|
serverPlayerLevel_ = val; // UNIT_FIELD_LEVEL
|
|
|
|
|
for (auto& ch : characters) {
|
|
|
|
|
if (ch.guid == playerGuid) { ch.level = val; break; }
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-06 19:53:52 -08:00
|
|
|
else if (key == 1170) { playerMoneyCopper_ = val; } // PLAYER_FIELD_COINAGE
|
2026-02-05 12:07:58 -08:00
|
|
|
}
|
2026-02-06 18:34:45 -08:00
|
|
|
if (applyInventoryFields(block.fields)) slotsChanged = true;
|
2026-02-06 03:11:43 -08:00
|
|
|
if (slotsChanged) rebuildOnlineInventory();
|
2026-02-07 14:21:50 -08:00
|
|
|
extractSkillFields(lastPlayerFields_);
|
2026-02-05 12:07:58 -08:00
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
case UpdateType::VALUES: {
|
|
|
|
|
// Update existing entity fields
|
|
|
|
|
auto entity = entityManager.getEntity(block.guid);
|
|
|
|
|
if (entity) {
|
|
|
|
|
for (const auto& field : block.fields) {
|
|
|
|
|
entity->setField(field.first, field.second);
|
|
|
|
|
}
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
|
2026-02-04 11:31:08 -08:00
|
|
|
// Update cached health/mana/power values (Phase 2) — single pass
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
if (entity->getType() == ObjectType::UNIT || entity->getType() == ObjectType::PLAYER) {
|
|
|
|
|
auto unit = std::static_pointer_cast<Unit>(entity);
|
2026-02-04 11:31:08 -08:00
|
|
|
for (const auto& [key, val] : block.fields) {
|
|
|
|
|
switch (key) {
|
2026-02-06 16:47:07 -08:00
|
|
|
case 24: {
|
|
|
|
|
uint32_t oldHealth = unit->getHealth();
|
2026-02-06 03:11:43 -08:00
|
|
|
unit->setHealth(val);
|
2026-02-06 13:47:03 -08:00
|
|
|
if (val == 0) {
|
|
|
|
|
if (block.guid == autoAttackTarget) {
|
|
|
|
|
stopAutoAttack();
|
|
|
|
|
}
|
2026-02-06 18:34:45 -08:00
|
|
|
hostileAttackers_.erase(block.guid);
|
2026-02-06 17:27:20 -08:00
|
|
|
// Player death
|
|
|
|
|
if (block.guid == playerGuid) {
|
|
|
|
|
playerDead_ = true;
|
|
|
|
|
stopAutoAttack();
|
|
|
|
|
LOG_INFO("Player died!");
|
|
|
|
|
}
|
2026-02-06 13:47:03 -08:00
|
|
|
// Trigger death animation for NPC units
|
|
|
|
|
if (entity->getType() == ObjectType::UNIT && npcDeathCallback_) {
|
|
|
|
|
npcDeathCallback_(block.guid);
|
|
|
|
|
}
|
2026-02-06 16:47:07 -08:00
|
|
|
} else if (oldHealth == 0 && val > 0) {
|
2026-02-06 17:27:20 -08:00
|
|
|
// Player resurrection
|
|
|
|
|
if (block.guid == playerGuid) {
|
|
|
|
|
playerDead_ = false;
|
|
|
|
|
LOG_INFO("Player resurrected!");
|
|
|
|
|
}
|
2026-02-06 16:47:07 -08:00
|
|
|
// Respawn: health went from 0 to >0, reset animation
|
|
|
|
|
if (entity->getType() == ObjectType::UNIT && npcRespawnCallback_) {
|
|
|
|
|
npcRespawnCallback_(block.guid);
|
|
|
|
|
}
|
2026-02-06 03:11:43 -08:00
|
|
|
}
|
|
|
|
|
break;
|
2026-02-06 16:47:07 -08:00
|
|
|
}
|
2026-02-04 11:31:08 -08:00
|
|
|
case 25: unit->setPower(val); break;
|
|
|
|
|
case 32: unit->setMaxHealth(val); break;
|
|
|
|
|
case 33: unit->setMaxPower(val); break;
|
2026-02-06 03:11:43 -08:00
|
|
|
case 59: unit->setUnitFlags(val); break; // UNIT_FIELD_FLAGS
|
2026-02-04 11:31:08 -08:00
|
|
|
case 54: unit->setLevel(val); break;
|
2026-02-06 14:24:38 -08:00
|
|
|
case 55: // UNIT_FIELD_FACTIONTEMPLATE
|
|
|
|
|
unit->setFactionTemplate(val);
|
|
|
|
|
unit->setHostile(isHostileFaction(val));
|
|
|
|
|
break;
|
2026-02-07 17:59:40 -08:00
|
|
|
case 67: unit->setDisplayId(val); break; // UNIT_FIELD_DISPLAYID
|
|
|
|
|
case 69: // UNIT_FIELD_MOUNTDISPLAYID
|
|
|
|
|
if (block.guid == playerGuid) {
|
|
|
|
|
uint32_t old = currentMountDisplayId_;
|
|
|
|
|
currentMountDisplayId_ = val;
|
2026-02-07 20:24:25 -08:00
|
|
|
if (old == 0 && val != 0) {
|
|
|
|
|
preMountRunSpeed_ = serverRunSpeed_;
|
|
|
|
|
} else if (old != 0 && val == 0) {
|
|
|
|
|
if (preMountRunSpeed_ > 0.1f && preMountRunSpeed_ < 100.0f) {
|
|
|
|
|
serverRunSpeed_ = preMountRunSpeed_;
|
|
|
|
|
} else {
|
|
|
|
|
serverRunSpeed_ = 7.0f;
|
|
|
|
|
}
|
|
|
|
|
preMountRunSpeed_ = 0.0f;
|
|
|
|
|
}
|
2026-02-07 17:59:40 -08:00
|
|
|
if (val != old && mountCallback_) mountCallback_(val);
|
|
|
|
|
}
|
|
|
|
|
unit->setMountDisplayId(val);
|
|
|
|
|
break;
|
2026-02-06 03:11:43 -08:00
|
|
|
case 82: unit->setNpcFlags(val); break; // UNIT_NPC_FLAGS
|
2026-02-04 11:31:08 -08:00
|
|
|
default: break;
|
|
|
|
|
}
|
|
|
|
|
}
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
}
|
2026-02-07 14:21:50 -08:00
|
|
|
// Update XP / inventory slot / skill fields for player entity
|
2026-02-05 12:07:58 -08:00
|
|
|
if (block.guid == playerGuid) {
|
2026-02-07 20:24:25 -08:00
|
|
|
if (block.hasMovement && block.runSpeed > 0.1f && block.runSpeed < 100.0f) {
|
|
|
|
|
serverRunSpeed_ = block.runSpeed;
|
|
|
|
|
}
|
2026-02-06 18:34:45 -08:00
|
|
|
for (const auto& [key, val] : block.fields) {
|
|
|
|
|
lastPlayerFields_[key] = val;
|
|
|
|
|
}
|
|
|
|
|
detectInventorySlotBases(block.fields);
|
2026-02-06 03:11:43 -08:00
|
|
|
bool slotsChanged = false;
|
2026-02-05 12:07:58 -08:00
|
|
|
for (const auto& [key, val] : block.fields) {
|
2026-02-06 13:47:03 -08:00
|
|
|
if (key == 634) {
|
|
|
|
|
playerXp_ = val;
|
|
|
|
|
LOG_INFO("XP updated: ", val);
|
|
|
|
|
}
|
|
|
|
|
else if (key == 635) {
|
|
|
|
|
playerNextLevelXp_ = val;
|
|
|
|
|
LOG_INFO("Next level XP updated: ", val);
|
|
|
|
|
}
|
|
|
|
|
else if (key == 54) {
|
|
|
|
|
serverPlayerLevel_ = val;
|
|
|
|
|
LOG_INFO("Level updated: ", val);
|
|
|
|
|
// Update Character struct for character selection screen
|
|
|
|
|
for (auto& ch : characters) {
|
|
|
|
|
if (ch.guid == playerGuid) {
|
|
|
|
|
ch.level = val;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-06 19:53:52 -08:00
|
|
|
else if (key == 1170) {
|
2026-02-06 13:47:03 -08:00
|
|
|
playerMoneyCopper_ = val;
|
|
|
|
|
LOG_INFO("Money updated via VALUES: ", val, " copper");
|
|
|
|
|
}
|
2026-02-06 03:11:43 -08:00
|
|
|
}
|
2026-02-06 18:34:45 -08:00
|
|
|
if (applyInventoryFields(block.fields)) slotsChanged = true;
|
2026-02-06 03:11:43 -08:00
|
|
|
if (slotsChanged) rebuildOnlineInventory();
|
2026-02-07 14:21:50 -08:00
|
|
|
extractSkillFields(lastPlayerFields_);
|
2026-02-06 03:11:43 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Update item stack count for online items
|
|
|
|
|
if (entity->getType() == ObjectType::ITEM) {
|
|
|
|
|
for (const auto& [key, val] : block.fields) {
|
|
|
|
|
if (key == 14) { // ITEM_FIELD_STACK_COUNT
|
|
|
|
|
auto it = onlineItems_.find(block.guid);
|
|
|
|
|
if (it != onlineItems_.end()) it->second.stackCount = val;
|
2026-02-05 12:07:58 -08:00
|
|
|
}
|
|
|
|
|
}
|
2026-02-06 03:11:43 -08:00
|
|
|
rebuildOnlineInventory();
|
2026-02-05 12:07:58 -08:00
|
|
|
}
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
LOG_DEBUG("Updated entity fields: 0x", std::hex, block.guid, std::dec);
|
|
|
|
|
} else {
|
|
|
|
|
LOG_WARNING("VALUES update for unknown entity: 0x", std::hex, block.guid, std::dec);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
case UpdateType::MOVEMENT: {
|
2026-02-04 18:27:52 -08:00
|
|
|
// Update entity position (server → canonical)
|
2026-02-02 12:24:50 -08:00
|
|
|
auto entity = entityManager.getEntity(block.guid);
|
|
|
|
|
if (entity) {
|
2026-02-04 18:27:52 -08:00
|
|
|
glm::vec3 pos = core::coords::serverToCanonical(glm::vec3(block.x, block.y, block.z));
|
|
|
|
|
entity->setPosition(pos.x, pos.y, pos.z, block.orientation);
|
2026-02-02 12:24:50 -08:00
|
|
|
LOG_DEBUG("Updated entity position: 0x", std::hex, block.guid, std::dec);
|
|
|
|
|
} else {
|
|
|
|
|
LOG_WARNING("MOVEMENT update for unknown entity: 0x", std::hex, block.guid, std::dec);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
tabCycleStale = true;
|
|
|
|
|
LOG_INFO("Entity count: ", entityManager.getEntityCount());
|
2026-02-06 18:34:45 -08:00
|
|
|
|
|
|
|
|
// Late inventory base detection once items are known
|
|
|
|
|
if (playerGuid != 0 && invSlotBase_ < 0 && !lastPlayerFields_.empty() && !onlineItems_.empty()) {
|
|
|
|
|
detectInventorySlotBases(lastPlayerFields_);
|
|
|
|
|
if (invSlotBase_ >= 0) {
|
|
|
|
|
if (applyInventoryFields(lastPlayerFields_)) {
|
|
|
|
|
rebuildOnlineInventory();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-05 21:55:52 -08:00
|
|
|
void GameHandler::handleCompressedUpdateObject(network::Packet& packet) {
|
|
|
|
|
LOG_INFO("Handling SMSG_COMPRESSED_UPDATE_OBJECT, packet size: ", packet.getSize());
|
|
|
|
|
|
|
|
|
|
// First 4 bytes = decompressed size
|
|
|
|
|
if (packet.getSize() < 4) {
|
|
|
|
|
LOG_WARNING("SMSG_COMPRESSED_UPDATE_OBJECT too small");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uint32_t decompressedSize = packet.readUInt32();
|
|
|
|
|
LOG_INFO(" Decompressed size: ", decompressedSize);
|
|
|
|
|
|
|
|
|
|
if (decompressedSize == 0 || decompressedSize > 1024 * 1024) {
|
|
|
|
|
LOG_WARNING("Invalid decompressed size: ", decompressedSize);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Remaining data is zlib compressed
|
|
|
|
|
size_t compressedSize = packet.getSize() - packet.getReadPos();
|
|
|
|
|
const uint8_t* compressedData = packet.getData().data() + packet.getReadPos();
|
|
|
|
|
|
|
|
|
|
// Decompress
|
|
|
|
|
std::vector<uint8_t> decompressed(decompressedSize);
|
|
|
|
|
uLongf destLen = decompressedSize;
|
|
|
|
|
int ret = uncompress(decompressed.data(), &destLen, compressedData, compressedSize);
|
|
|
|
|
|
|
|
|
|
if (ret != Z_OK) {
|
|
|
|
|
LOG_WARNING("Failed to decompress UPDATE_OBJECT: zlib error ", ret);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_DEBUG(" Decompressed ", compressedSize, " -> ", destLen, " bytes");
|
|
|
|
|
|
|
|
|
|
// Create packet from decompressed data and parse it
|
|
|
|
|
network::Packet decompressedPacket(static_cast<uint16_t>(Opcode::SMSG_UPDATE_OBJECT), decompressed);
|
|
|
|
|
handleUpdateObject(decompressedPacket);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
void GameHandler::handleDestroyObject(network::Packet& packet) {
|
|
|
|
|
LOG_INFO("Handling SMSG_DESTROY_OBJECT");
|
|
|
|
|
|
|
|
|
|
DestroyObjectData data;
|
|
|
|
|
if (!DestroyObjectParser::parse(packet, data)) {
|
|
|
|
|
LOG_WARNING("Failed to parse SMSG_DESTROY_OBJECT");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Remove entity
|
|
|
|
|
if (entityManager.hasEntity(data.guid)) {
|
|
|
|
|
entityManager.removeEntity(data.guid);
|
|
|
|
|
LOG_INFO("Destroyed entity: 0x", std::hex, data.guid, std::dec,
|
|
|
|
|
" (", (data.isDeath ? "death" : "despawn"), ")");
|
|
|
|
|
} else {
|
|
|
|
|
LOG_WARNING("Destroy object for unknown entity: 0x", std::hex, data.guid, std::dec);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 03:11:43 -08:00
|
|
|
// Clean up auto-attack and target if destroyed entity was our target
|
|
|
|
|
if (data.guid == autoAttackTarget) {
|
|
|
|
|
stopAutoAttack();
|
|
|
|
|
}
|
|
|
|
|
if (data.guid == targetGuid) {
|
|
|
|
|
targetGuid = 0;
|
|
|
|
|
}
|
2026-02-06 18:34:45 -08:00
|
|
|
hostileAttackers_.erase(data.guid);
|
2026-02-06 03:11:43 -08:00
|
|
|
|
|
|
|
|
// Remove online item tracking
|
|
|
|
|
if (onlineItems_.erase(data.guid)) {
|
|
|
|
|
rebuildOnlineInventory();
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 20:10:10 -08:00
|
|
|
// Clean up quest giver status
|
|
|
|
|
npcQuestStatus_.erase(data.guid);
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
tabCycleStale = true;
|
|
|
|
|
LOG_INFO("Entity count: ", entityManager.getEntityCount());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::sendChatMessage(ChatType type, const std::string& message, const std::string& target) {
|
|
|
|
|
if (state != WorldState::IN_WORLD) {
|
|
|
|
|
LOG_WARNING("Cannot send chat in state: ", (int)state);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (message.empty()) {
|
|
|
|
|
LOG_WARNING("Cannot send empty chat message");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Sending chat message: [", getChatTypeString(type), "] ", message);
|
|
|
|
|
|
|
|
|
|
// Determine language based on character (for now, use COMMON)
|
|
|
|
|
ChatLanguage language = ChatLanguage::COMMON;
|
|
|
|
|
|
|
|
|
|
// Build and send packet
|
|
|
|
|
auto packet = MessageChatPacket::build(type, language, message, target);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleMessageChat(network::Packet& packet) {
|
|
|
|
|
LOG_DEBUG("Handling SMSG_MESSAGECHAT");
|
|
|
|
|
|
|
|
|
|
MessageChatData data;
|
|
|
|
|
if (!MessageChatParser::parse(packet, data)) {
|
|
|
|
|
LOG_WARNING("Failed to parse SMSG_MESSAGECHAT");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Add to chat history
|
|
|
|
|
chatHistory.push_back(data);
|
|
|
|
|
|
|
|
|
|
// Limit chat history size
|
|
|
|
|
if (chatHistory.size() > maxChatHistory) {
|
|
|
|
|
chatHistory.erase(chatHistory.begin());
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 13:17:01 -08:00
|
|
|
// Track whisper sender for /r command
|
|
|
|
|
if (data.type == ChatType::WHISPER && !data.senderName.empty()) {
|
|
|
|
|
lastWhisperSender_ = data.senderName;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
// Log the message
|
|
|
|
|
std::string senderInfo;
|
|
|
|
|
if (!data.senderName.empty()) {
|
|
|
|
|
senderInfo = data.senderName;
|
|
|
|
|
} else if (data.senderGuid != 0) {
|
|
|
|
|
// Try to find entity name
|
|
|
|
|
auto entity = entityManager.getEntity(data.senderGuid);
|
|
|
|
|
if (entity && entity->getType() == ObjectType::PLAYER) {
|
|
|
|
|
auto player = std::dynamic_pointer_cast<Player>(entity);
|
|
|
|
|
if (player && !player->getName().empty()) {
|
|
|
|
|
senderInfo = player->getName();
|
|
|
|
|
} else {
|
|
|
|
|
senderInfo = "Player-" + std::to_string(data.senderGuid);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
senderInfo = "Unknown-" + std::to_string(data.senderGuid);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
senderInfo = "System";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::string channelInfo;
|
|
|
|
|
if (!data.channelName.empty()) {
|
|
|
|
|
channelInfo = "[" + data.channelName + "] ";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_INFO("========================================");
|
|
|
|
|
LOG_INFO(" CHAT [", getChatTypeString(data.type), "]");
|
|
|
|
|
LOG_INFO("========================================");
|
|
|
|
|
LOG_INFO(channelInfo, senderInfo, ": ", data.message);
|
|
|
|
|
LOG_INFO("========================================");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::setTarget(uint64_t guid) {
|
|
|
|
|
if (guid == targetGuid) return;
|
2026-02-07 13:44:36 -08:00
|
|
|
|
|
|
|
|
// Save previous target
|
|
|
|
|
if (targetGuid != 0) {
|
|
|
|
|
lastTargetGuid = targetGuid;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
targetGuid = guid;
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
|
|
|
|
|
// Inform server of target selection (Phase 1)
|
|
|
|
|
if (state == WorldState::IN_WORLD && socket) {
|
|
|
|
|
auto packet = SetSelectionPacket::build(guid);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
if (guid != 0) {
|
|
|
|
|
LOG_INFO("Target set: 0x", std::hex, guid, std::dec);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::clearTarget() {
|
|
|
|
|
if (targetGuid != 0) {
|
|
|
|
|
LOG_INFO("Target cleared");
|
|
|
|
|
}
|
|
|
|
|
targetGuid = 0;
|
|
|
|
|
tabCycleIndex = -1;
|
|
|
|
|
tabCycleStale = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::shared_ptr<Entity> GameHandler::getTarget() const {
|
|
|
|
|
if (targetGuid == 0) return nullptr;
|
|
|
|
|
return entityManager.getEntity(targetGuid);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 13:44:36 -08:00
|
|
|
void GameHandler::setFocus(uint64_t guid) {
|
|
|
|
|
focusGuid = guid;
|
|
|
|
|
if (guid != 0) {
|
|
|
|
|
auto entity = entityManager.getEntity(guid);
|
|
|
|
|
if (entity) {
|
|
|
|
|
std::string name = "Unknown";
|
|
|
|
|
if (entity->getType() == ObjectType::PLAYER) {
|
|
|
|
|
auto player = std::dynamic_pointer_cast<Player>(entity);
|
|
|
|
|
if (player && !player->getName().empty()) {
|
|
|
|
|
name = player->getName();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
addSystemChatMessage("Focus set: " + name);
|
|
|
|
|
LOG_INFO("Focus set: 0x", std::hex, guid, std::dec);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::clearFocus() {
|
|
|
|
|
if (focusGuid != 0) {
|
|
|
|
|
addSystemChatMessage("Focus cleared.");
|
|
|
|
|
LOG_INFO("Focus cleared");
|
|
|
|
|
}
|
|
|
|
|
focusGuid = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::shared_ptr<Entity> GameHandler::getFocus() const {
|
|
|
|
|
if (focusGuid == 0) return nullptr;
|
|
|
|
|
return entityManager.getEntity(focusGuid);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::targetLastTarget() {
|
|
|
|
|
if (lastTargetGuid == 0) {
|
|
|
|
|
addSystemChatMessage("No previous target.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Swap current and last target
|
|
|
|
|
uint64_t temp = targetGuid;
|
|
|
|
|
setTarget(lastTargetGuid);
|
|
|
|
|
lastTargetGuid = temp;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::targetEnemy(bool reverse) {
|
|
|
|
|
// Get list of hostile entities
|
|
|
|
|
std::vector<uint64_t> hostiles;
|
|
|
|
|
auto& entities = entityManager.getEntities();
|
|
|
|
|
|
|
|
|
|
for (const auto& [guid, entity] : entities) {
|
|
|
|
|
if (entity->getType() == ObjectType::UNIT) {
|
|
|
|
|
// Check if hostile (this is simplified - would need faction checking)
|
|
|
|
|
auto unit = std::dynamic_pointer_cast<Unit>(entity);
|
|
|
|
|
if (unit && guid != playerGuid) {
|
|
|
|
|
hostiles.push_back(guid);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (hostiles.empty()) {
|
|
|
|
|
addSystemChatMessage("No enemies in range.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Find current target in list
|
|
|
|
|
auto it = std::find(hostiles.begin(), hostiles.end(), targetGuid);
|
|
|
|
|
|
|
|
|
|
if (it == hostiles.end()) {
|
|
|
|
|
// Not currently targeting a hostile, target first one
|
|
|
|
|
setTarget(reverse ? hostiles.back() : hostiles.front());
|
|
|
|
|
} else {
|
|
|
|
|
// Cycle to next/previous
|
|
|
|
|
if (reverse) {
|
|
|
|
|
if (it == hostiles.begin()) {
|
|
|
|
|
setTarget(hostiles.back());
|
|
|
|
|
} else {
|
|
|
|
|
setTarget(*(--it));
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
++it;
|
|
|
|
|
if (it == hostiles.end()) {
|
|
|
|
|
setTarget(hostiles.front());
|
|
|
|
|
} else {
|
|
|
|
|
setTarget(*it);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::targetFriend(bool reverse) {
|
|
|
|
|
// Get list of friendly entities (players)
|
|
|
|
|
std::vector<uint64_t> friendlies;
|
|
|
|
|
auto& entities = entityManager.getEntities();
|
|
|
|
|
|
|
|
|
|
for (const auto& [guid, entity] : entities) {
|
|
|
|
|
if (entity->getType() == ObjectType::PLAYER && guid != playerGuid) {
|
|
|
|
|
friendlies.push_back(guid);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (friendlies.empty()) {
|
|
|
|
|
addSystemChatMessage("No friendly targets in range.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Find current target in list
|
|
|
|
|
auto it = std::find(friendlies.begin(), friendlies.end(), targetGuid);
|
|
|
|
|
|
|
|
|
|
if (it == friendlies.end()) {
|
|
|
|
|
// Not currently targeting a friend, target first one
|
|
|
|
|
setTarget(reverse ? friendlies.back() : friendlies.front());
|
|
|
|
|
} else {
|
|
|
|
|
// Cycle to next/previous
|
|
|
|
|
if (reverse) {
|
|
|
|
|
if (it == friendlies.begin()) {
|
|
|
|
|
setTarget(friendlies.back());
|
|
|
|
|
} else {
|
|
|
|
|
setTarget(*(--it));
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
++it;
|
|
|
|
|
if (it == friendlies.end()) {
|
|
|
|
|
setTarget(friendlies.front());
|
|
|
|
|
} else {
|
|
|
|
|
setTarget(*it);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 12:37:13 -08:00
|
|
|
void GameHandler::inspectTarget() {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot inspect: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (targetGuid == 0) {
|
|
|
|
|
addSystemChatMessage("You must target a player to inspect.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto target = getTarget();
|
|
|
|
|
if (!target || target->getType() != ObjectType::PLAYER) {
|
|
|
|
|
addSystemChatMessage("You can only inspect players.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = InspectPacket::build(targetGuid);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
|
|
|
|
|
auto player = std::static_pointer_cast<Player>(target);
|
|
|
|
|
std::string name = player->getName().empty() ? "Target" : player->getName();
|
|
|
|
|
addSystemChatMessage("Inspecting " + name + "...");
|
|
|
|
|
LOG_INFO("Sent inspect request for player: ", name, " (GUID: 0x", std::hex, targetGuid, std::dec, ")");
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 12:43:32 -08:00
|
|
|
void GameHandler::queryServerTime() {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot query time: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = QueryTimePacket::build();
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
LOG_INFO("Requested server time");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::requestPlayedTime() {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot request played time: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = RequestPlayedTimePacket::build(true);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
LOG_INFO("Requested played time");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::queryWho(const std::string& playerName) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot query who: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = WhoPacket::build(0, 0, playerName);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
LOG_INFO("Sent WHO query", playerName.empty() ? "" : " for: " + playerName);
|
|
|
|
|
}
|
|
|
|
|
|
Add /roll and friend management commands
Roll Command:
- Add /roll, /random, /rnd commands for random number generation
- Support multiple formats: /roll, /roll 100, /roll 1-100, /roll 10 50
- Broadcasts rolls to party/raid with "[Name] rolls X (min-max)" format
- Cap max roll at 10,000 to prevent abuse
- Use MSG_RANDOM_ROLL (0x1FB) bidirectional opcode
Friend Commands:
- Add /friend add <name>, /addfriend <name> to add friends
- Add /friend remove <name>, /removefriend <name> to remove friends
- Support aliases: /delfriend, /remfriend
- Maintain local friends cache mapping names to GUIDs for lookups
- Display status messages for all friend actions:
- Friend added/removed confirmations
- Friend online/offline notifications
- Error messages (not found, already friends, list full, ignoring)
Social Opcodes:
- Add CMSG_ADD_FRIEND (0x69) and SMSG_FRIEND_STATUS (0x68)
- Add CMSG_DEL_FRIEND (0x6A) for friend removal
- Add CMSG_SET_CONTACT_NOTES (0x6B) for friend notes (future use)
- Add CMSG_ADD_IGNORE (0x6C) and CMSG_DEL_IGNORE (0x6D) (future use)
Implementation:
- Add RandomRollPacket builder and RandomRollParser for roll data
- Add AddFriendPacket and DelFriendPacket builders
- Add FriendStatusParser to handle server friend status updates
- Add friendsCache map to store friend name-to-GUID mappings
- Add handleRandomRoll() and handleFriendStatus() packet handlers
- Comprehensive slash command parsing with multiple formats and aliases
2026-02-07 12:51:30 -08:00
|
|
|
void GameHandler::addFriend(const std::string& playerName, const std::string& note) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot add friend: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (playerName.empty()) {
|
|
|
|
|
addSystemChatMessage("You must specify a player name.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = AddFriendPacket::build(playerName, note);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage("Sending friend request to " + playerName + "...");
|
|
|
|
|
LOG_INFO("Sent friend request to: ", playerName);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::removeFriend(const std::string& playerName) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot remove friend: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (playerName.empty()) {
|
|
|
|
|
addSystemChatMessage("You must specify a player name.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Look up GUID from cache
|
|
|
|
|
auto it = friendsCache.find(playerName);
|
|
|
|
|
if (it == friendsCache.end()) {
|
|
|
|
|
addSystemChatMessage(playerName + " is not in your friends list.");
|
|
|
|
|
LOG_WARNING("Friend not found in cache: ", playerName);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = DelFriendPacket::build(it->second);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage("Removing " + playerName + " from friends list...");
|
|
|
|
|
LOG_INFO("Sent remove friend request for: ", playerName, " (GUID: 0x", std::hex, it->second, std::dec, ")");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::setFriendNote(const std::string& playerName, const std::string& note) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot set friend note: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (playerName.empty()) {
|
|
|
|
|
addSystemChatMessage("You must specify a player name.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Look up GUID from cache
|
|
|
|
|
auto it = friendsCache.find(playerName);
|
|
|
|
|
if (it == friendsCache.end()) {
|
|
|
|
|
addSystemChatMessage(playerName + " is not in your friends list.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = SetContactNotesPacket::build(it->second, note);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage("Updated note for " + playerName);
|
|
|
|
|
LOG_INFO("Set friend note for: ", playerName);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::randomRoll(uint32_t minRoll, uint32_t maxRoll) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot roll: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (minRoll > maxRoll) {
|
|
|
|
|
std::swap(minRoll, maxRoll);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (maxRoll > 10000) {
|
|
|
|
|
maxRoll = 10000; // Cap at reasonable value
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = RandomRollPacket::build(minRoll, maxRoll);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
LOG_INFO("Rolled ", minRoll, "-", maxRoll);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 12:58:11 -08:00
|
|
|
void GameHandler::addIgnore(const std::string& playerName) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot add ignore: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (playerName.empty()) {
|
|
|
|
|
addSystemChatMessage("You must specify a player name.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = AddIgnorePacket::build(playerName);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage("Adding " + playerName + " to ignore list...");
|
|
|
|
|
LOG_INFO("Sent ignore request for: ", playerName);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::removeIgnore(const std::string& playerName) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot remove ignore: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (playerName.empty()) {
|
|
|
|
|
addSystemChatMessage("You must specify a player name.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Look up GUID from cache
|
|
|
|
|
auto it = ignoreCache.find(playerName);
|
|
|
|
|
if (it == ignoreCache.end()) {
|
|
|
|
|
addSystemChatMessage(playerName + " is not in your ignore list.");
|
|
|
|
|
LOG_WARNING("Ignored player not found in cache: ", playerName);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = DelIgnorePacket::build(it->second);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage("Removing " + playerName + " from ignore list...");
|
|
|
|
|
ignoreCache.erase(it);
|
|
|
|
|
LOG_INFO("Sent remove ignore request for: ", playerName, " (GUID: 0x", std::hex, it->second, std::dec, ")");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::requestLogout() {
|
|
|
|
|
if (!socket) {
|
|
|
|
|
LOG_WARNING("Cannot logout: not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (loggingOut_) {
|
|
|
|
|
addSystemChatMessage("Already logging out.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = LogoutRequestPacket::build();
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
loggingOut_ = true;
|
|
|
|
|
LOG_INFO("Sent logout request");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::cancelLogout() {
|
|
|
|
|
if (!socket) {
|
|
|
|
|
LOG_WARNING("Cannot cancel logout: not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!loggingOut_) {
|
|
|
|
|
addSystemChatMessage("Not currently logging out.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = LogoutCancelPacket::build();
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
loggingOut_ = false;
|
|
|
|
|
addSystemChatMessage("Logout cancelled.");
|
|
|
|
|
LOG_INFO("Cancelled logout");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::setStandState(uint8_t standState) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot change stand state: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = StandStateChangePacket::build(standState);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
LOG_INFO("Changed stand state to: ", (int)standState);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 13:03:21 -08:00
|
|
|
void GameHandler::toggleHelm() {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot toggle helm: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
helmVisible_ = !helmVisible_;
|
|
|
|
|
auto packet = ShowingHelmPacket::build(helmVisible_);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage(helmVisible_ ? "Helm is now visible." : "Helm is now hidden.");
|
|
|
|
|
LOG_INFO("Helm visibility toggled: ", helmVisible_);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::toggleCloak() {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot toggle cloak: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
cloakVisible_ = !cloakVisible_;
|
|
|
|
|
auto packet = ShowingCloakPacket::build(cloakVisible_);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage(cloakVisible_ ? "Cloak is now visible." : "Cloak is now hidden.");
|
|
|
|
|
LOG_INFO("Cloak visibility toggled: ", cloakVisible_);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::followTarget() {
|
|
|
|
|
if (state != WorldState::IN_WORLD) {
|
|
|
|
|
LOG_WARNING("Cannot follow: not in world");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (targetGuid == 0) {
|
|
|
|
|
addSystemChatMessage("You must target someone to follow.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto target = getTarget();
|
|
|
|
|
if (!target) {
|
|
|
|
|
addSystemChatMessage("Invalid target.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Set follow target
|
|
|
|
|
followTargetGuid_ = targetGuid;
|
|
|
|
|
|
|
|
|
|
// Get target name
|
|
|
|
|
std::string targetName = "Target";
|
|
|
|
|
if (target->getType() == ObjectType::PLAYER) {
|
|
|
|
|
auto player = std::static_pointer_cast<Player>(target);
|
|
|
|
|
if (!player->getName().empty()) {
|
|
|
|
|
targetName = player->getName();
|
|
|
|
|
}
|
|
|
|
|
} else if (target->getType() == ObjectType::UNIT) {
|
|
|
|
|
auto unit = std::static_pointer_cast<Unit>(target);
|
|
|
|
|
targetName = unit->getName();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
addSystemChatMessage("Now following " + targetName + ".");
|
|
|
|
|
LOG_INFO("Following target: ", targetName, " (GUID: 0x", std::hex, targetGuid, std::dec, ")");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::assistTarget() {
|
|
|
|
|
if (state != WorldState::IN_WORLD) {
|
|
|
|
|
LOG_WARNING("Cannot assist: not in world");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (targetGuid == 0) {
|
|
|
|
|
addSystemChatMessage("You must target someone to assist.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto target = getTarget();
|
|
|
|
|
if (!target) {
|
|
|
|
|
addSystemChatMessage("Invalid target.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Get target name
|
|
|
|
|
std::string targetName = "Target";
|
|
|
|
|
if (target->getType() == ObjectType::PLAYER) {
|
|
|
|
|
auto player = std::static_pointer_cast<Player>(target);
|
|
|
|
|
if (!player->getName().empty()) {
|
|
|
|
|
targetName = player->getName();
|
|
|
|
|
}
|
|
|
|
|
} else if (target->getType() == ObjectType::UNIT) {
|
|
|
|
|
auto unit = std::static_pointer_cast<Unit>(target);
|
|
|
|
|
targetName = unit->getName();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Try to read target GUID from update fields (UNIT_FIELD_TARGET)
|
|
|
|
|
// Field offset 6 is typically UNIT_FIELD_TARGET in 3.3.5a
|
|
|
|
|
uint64_t assistTargetGuid = 0;
|
|
|
|
|
const auto& fields = target->getFields();
|
|
|
|
|
auto it = fields.find(6);
|
|
|
|
|
if (it != fields.end()) {
|
|
|
|
|
// Low 32 bits
|
|
|
|
|
assistTargetGuid = it->second;
|
|
|
|
|
// Try to get high 32 bits from next field
|
|
|
|
|
auto it2 = fields.find(7);
|
|
|
|
|
if (it2 != fields.end()) {
|
|
|
|
|
assistTargetGuid |= (static_cast<uint64_t>(it2->second) << 32);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (assistTargetGuid == 0) {
|
|
|
|
|
addSystemChatMessage(targetName + " has no target.");
|
|
|
|
|
LOG_INFO("Assist: ", targetName, " has no target");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Set our target to their target
|
|
|
|
|
setTarget(assistTargetGuid);
|
|
|
|
|
LOG_INFO("Assisting ", targetName, ", now targeting GUID: 0x", std::hex, assistTargetGuid, std::dec);
|
|
|
|
|
}
|
|
|
|
|
|
Add Tier 3 commands: guild management, PvP, ready check, and duel forfeit
- Guild commands: /ginfo, /groster, /gmotd, /gpromote, /gdemote, /gquit, /ginvite
- PvP toggle: /pvp to toggle PvP flag
- Ready check system: /readycheck, /ready, /notready for group coordination
- Duel forfeit: /yield, /forfeit, /surrender to cancel active duels
2026-02-07 13:09:12 -08:00
|
|
|
void GameHandler::togglePvp() {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot toggle PvP: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = TogglePvpPacket::build();
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage("PvP flag toggled.");
|
|
|
|
|
LOG_INFO("Toggled PvP flag");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::requestGuildInfo() {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot request guild info: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = GuildInfoPacket::build();
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
LOG_INFO("Requested guild info");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::requestGuildRoster() {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot request guild roster: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = GuildRosterPacket::build();
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage("Requesting guild roster...");
|
|
|
|
|
LOG_INFO("Requested guild roster");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::setGuildMotd(const std::string& motd) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot set guild MOTD: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = GuildMotdPacket::build(motd);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage("Guild MOTD updated.");
|
|
|
|
|
LOG_INFO("Set guild MOTD: ", motd);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::promoteGuildMember(const std::string& playerName) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot promote guild member: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (playerName.empty()) {
|
|
|
|
|
addSystemChatMessage("You must specify a player name.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = GuildPromotePacket::build(playerName);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage("Promoting " + playerName + "...");
|
|
|
|
|
LOG_INFO("Promoting guild member: ", playerName);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::demoteGuildMember(const std::string& playerName) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot demote guild member: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (playerName.empty()) {
|
|
|
|
|
addSystemChatMessage("You must specify a player name.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = GuildDemotePacket::build(playerName);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage("Demoting " + playerName + "...");
|
|
|
|
|
LOG_INFO("Demoting guild member: ", playerName);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::leaveGuild() {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot leave guild: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = GuildLeavePacket::build();
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage("Leaving guild...");
|
|
|
|
|
LOG_INFO("Leaving guild");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::inviteToGuild(const std::string& playerName) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot invite to guild: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (playerName.empty()) {
|
|
|
|
|
addSystemChatMessage("You must specify a player name.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = GuildInvitePacket::build(playerName);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage("Inviting " + playerName + " to guild...");
|
|
|
|
|
LOG_INFO("Inviting to guild: ", playerName);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::initiateReadyCheck() {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot initiate ready check: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!isInGroup()) {
|
|
|
|
|
addSystemChatMessage("You must be in a group to initiate a ready check.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = ReadyCheckPacket::build();
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage("Ready check initiated.");
|
|
|
|
|
LOG_INFO("Initiated ready check");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::respondToReadyCheck(bool ready) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot respond to ready check: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = ReadyCheckConfirmPacket::build(ready);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage(ready ? "You are ready." : "You are not ready.");
|
|
|
|
|
LOG_INFO("Responded to ready check: ", ready ? "ready" : "not ready");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::forfeitDuel() {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot forfeit duel: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = DuelCancelPacket::build();
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage("You have forfeited the duel.");
|
|
|
|
|
LOG_INFO("Forfeited duel");
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 13:17:01 -08:00
|
|
|
void GameHandler::toggleAfk(const std::string& message) {
|
|
|
|
|
afkStatus_ = !afkStatus_;
|
|
|
|
|
afkMessage_ = message;
|
|
|
|
|
|
|
|
|
|
if (afkStatus_) {
|
|
|
|
|
if (message.empty()) {
|
|
|
|
|
addSystemChatMessage("You are now AFK.");
|
|
|
|
|
} else {
|
|
|
|
|
addSystemChatMessage("You are now AFK: " + message);
|
|
|
|
|
}
|
|
|
|
|
// If DND was active, turn it off
|
|
|
|
|
if (dndStatus_) {
|
|
|
|
|
dndStatus_ = false;
|
|
|
|
|
dndMessage_.clear();
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
addSystemChatMessage("You are no longer AFK.");
|
|
|
|
|
afkMessage_.clear();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_INFO("AFK status: ", afkStatus_, ", message: ", message);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::toggleDnd(const std::string& message) {
|
|
|
|
|
dndStatus_ = !dndStatus_;
|
|
|
|
|
dndMessage_ = message;
|
|
|
|
|
|
|
|
|
|
if (dndStatus_) {
|
|
|
|
|
if (message.empty()) {
|
|
|
|
|
addSystemChatMessage("You are now DND (Do Not Disturb).");
|
|
|
|
|
} else {
|
|
|
|
|
addSystemChatMessage("You are now DND: " + message);
|
|
|
|
|
}
|
|
|
|
|
// If AFK was active, turn it off
|
|
|
|
|
if (afkStatus_) {
|
|
|
|
|
afkStatus_ = false;
|
|
|
|
|
afkMessage_.clear();
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
addSystemChatMessage("You are no longer DND.");
|
|
|
|
|
dndMessage_.clear();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_INFO("DND status: ", dndStatus_, ", message: ", message);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::replyToLastWhisper(const std::string& message) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot send whisper: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (lastWhisperSender_.empty()) {
|
|
|
|
|
addSystemChatMessage("No one has whispered you yet.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (message.empty()) {
|
|
|
|
|
addSystemChatMessage("You must specify a message to send.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Send whisper using the standard message chat function
|
|
|
|
|
sendChatMessage(ChatType::WHISPER, message, lastWhisperSender_);
|
|
|
|
|
LOG_INFO("Replied to ", lastWhisperSender_, ": ", message);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 13:28:46 -08:00
|
|
|
void GameHandler::uninvitePlayer(const std::string& playerName) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot uninvite player: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (playerName.empty()) {
|
|
|
|
|
addSystemChatMessage("You must specify a player name to uninvite.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = GroupUninvitePacket::build(playerName);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage("Removed " + playerName + " from the group.");
|
|
|
|
|
LOG_INFO("Uninvited player: ", playerName);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::leaveParty() {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot leave party: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = GroupDisbandPacket::build();
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage("You have left the group.");
|
|
|
|
|
LOG_INFO("Left party/raid");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::setMainTank(uint64_t targetGuid) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot set main tank: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (targetGuid == 0) {
|
|
|
|
|
addSystemChatMessage("You must have a target selected.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Main tank uses index 0
|
|
|
|
|
auto packet = RaidTargetUpdatePacket::build(0, targetGuid);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage("Main tank set.");
|
|
|
|
|
LOG_INFO("Set main tank: 0x", std::hex, targetGuid, std::dec);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::setMainAssist(uint64_t targetGuid) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot set main assist: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (targetGuid == 0) {
|
|
|
|
|
addSystemChatMessage("You must have a target selected.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Main assist uses index 1
|
|
|
|
|
auto packet = RaidTargetUpdatePacket::build(1, targetGuid);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage("Main assist set.");
|
|
|
|
|
LOG_INFO("Set main assist: 0x", std::hex, targetGuid, std::dec);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::clearMainTank() {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot clear main tank: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Clear main tank by setting GUID to 0
|
|
|
|
|
auto packet = RaidTargetUpdatePacket::build(0, 0);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage("Main tank cleared.");
|
|
|
|
|
LOG_INFO("Cleared main tank");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::clearMainAssist() {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot clear main assist: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Clear main assist by setting GUID to 0
|
|
|
|
|
auto packet = RaidTargetUpdatePacket::build(1, 0);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage("Main assist cleared.");
|
|
|
|
|
LOG_INFO("Cleared main assist");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::requestRaidInfo() {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot request raid info: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = RequestRaidInfoPacket::build();
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage("Requesting raid lockout information...");
|
|
|
|
|
LOG_INFO("Requested raid info");
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 13:36:50 -08:00
|
|
|
void GameHandler::proposeDuel(uint64_t targetGuid) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot propose duel: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (targetGuid == 0) {
|
|
|
|
|
addSystemChatMessage("You must target a player to challenge to a duel.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = DuelProposedPacket::build(targetGuid);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage("You have challenged your target to a duel.");
|
|
|
|
|
LOG_INFO("Proposed duel to target: 0x", std::hex, targetGuid, std::dec);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::initiateTrade(uint64_t targetGuid) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot initiate trade: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (targetGuid == 0) {
|
|
|
|
|
addSystemChatMessage("You must target a player to trade with.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto packet = InitiateTradePacket::build(targetGuid);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
addSystemChatMessage("Requesting trade with target.");
|
|
|
|
|
LOG_INFO("Initiated trade with target: 0x", std::hex, targetGuid, std::dec);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::stopCasting() {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) {
|
|
|
|
|
LOG_WARNING("Cannot stop casting: not in world or not connected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!casting) {
|
|
|
|
|
return; // Not casting anything
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Send cancel cast packet with current spell ID
|
|
|
|
|
auto packet = CancelCastPacket::build(currentCastSpellId);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
|
|
|
|
|
// Reset casting state
|
|
|
|
|
casting = false;
|
|
|
|
|
currentCastSpellId = 0;
|
|
|
|
|
castTimeRemaining = 0.0f;
|
|
|
|
|
castTimeTotal = 0.0f;
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Cancelled spell cast");
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 17:27:20 -08:00
|
|
|
void GameHandler::releaseSpirit() {
|
|
|
|
|
if (!playerDead_) return;
|
|
|
|
|
if (socket && state == WorldState::IN_WORLD) {
|
|
|
|
|
auto packet = RepopRequestPacket::build();
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
LOG_INFO("Sent CMSG_REPOP_REQUEST (Release Spirit)");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 18:34:45 -08:00
|
|
|
void GameHandler::activateSpiritHealer(uint64_t npcGuid) {
|
|
|
|
|
if (!playerDead_) return;
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) return;
|
|
|
|
|
auto packet = SpiritHealerActivatePacket::build(npcGuid);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
LOG_INFO("Sent CMSG_SPIRIT_HEALER_ACTIVATE to 0x", std::hex, npcGuid, std::dec);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
void GameHandler::tabTarget(float playerX, float playerY, float playerZ) {
|
|
|
|
|
// Rebuild cycle list if stale
|
|
|
|
|
if (tabCycleStale) {
|
|
|
|
|
tabCycleList.clear();
|
|
|
|
|
tabCycleIndex = -1;
|
|
|
|
|
|
|
|
|
|
struct EntityDist {
|
|
|
|
|
uint64_t guid;
|
|
|
|
|
float distance;
|
|
|
|
|
};
|
|
|
|
|
std::vector<EntityDist> sortable;
|
|
|
|
|
|
|
|
|
|
for (const auto& [guid, entity] : entityManager.getEntities()) {
|
|
|
|
|
auto t = entity->getType();
|
|
|
|
|
if (t != ObjectType::UNIT && t != ObjectType::PLAYER) continue;
|
2026-02-06 13:47:03 -08:00
|
|
|
if (guid == playerGuid) continue; // Don't tab-target self
|
2026-02-02 12:24:50 -08:00
|
|
|
float dx = entity->getX() - playerX;
|
|
|
|
|
float dy = entity->getY() - playerY;
|
|
|
|
|
float dz = entity->getZ() - playerZ;
|
|
|
|
|
float dist = std::sqrt(dx*dx + dy*dy + dz*dz);
|
|
|
|
|
sortable.push_back({guid, dist});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::sort(sortable.begin(), sortable.end(),
|
|
|
|
|
[](const EntityDist& a, const EntityDist& b) { return a.distance < b.distance; });
|
|
|
|
|
|
|
|
|
|
for (const auto& ed : sortable) {
|
|
|
|
|
tabCycleList.push_back(ed.guid);
|
|
|
|
|
}
|
|
|
|
|
tabCycleStale = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (tabCycleList.empty()) {
|
|
|
|
|
clearTarget();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
tabCycleIndex = (tabCycleIndex + 1) % static_cast<int>(tabCycleList.size());
|
|
|
|
|
setTarget(tabCycleList[tabCycleIndex]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::addLocalChatMessage(const MessageChatData& msg) {
|
|
|
|
|
chatHistory.push_back(msg);
|
|
|
|
|
if (chatHistory.size() > maxChatHistory) {
|
2026-02-04 11:31:08 -08:00
|
|
|
chatHistory.pop_front();
|
2026-02-02 12:24:50 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
// ============================================================
|
|
|
|
|
// Phase 1: Name Queries
|
|
|
|
|
// ============================================================
|
|
|
|
|
|
|
|
|
|
void GameHandler::queryPlayerName(uint64_t guid) {
|
|
|
|
|
if (playerNameCache.count(guid) || pendingNameQueries.count(guid)) return;
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) return;
|
|
|
|
|
|
|
|
|
|
pendingNameQueries.insert(guid);
|
|
|
|
|
auto packet = NameQueryPacket::build(guid);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::queryCreatureInfo(uint32_t entry, uint64_t guid) {
|
|
|
|
|
if (creatureInfoCache.count(entry) || pendingCreatureQueries.count(entry)) return;
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) return;
|
|
|
|
|
|
|
|
|
|
pendingCreatureQueries.insert(entry);
|
|
|
|
|
auto packet = CreatureQueryPacket::build(entry, guid);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::string GameHandler::getCachedPlayerName(uint64_t guid) const {
|
|
|
|
|
auto it = playerNameCache.find(guid);
|
|
|
|
|
return (it != playerNameCache.end()) ? it->second : "";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::string GameHandler::getCachedCreatureName(uint32_t entry) const {
|
|
|
|
|
auto it = creatureInfoCache.find(entry);
|
|
|
|
|
return (it != creatureInfoCache.end()) ? it->second.name : "";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleNameQueryResponse(network::Packet& packet) {
|
|
|
|
|
NameQueryResponseData data;
|
|
|
|
|
if (!NameQueryResponseParser::parse(packet, data)) return;
|
|
|
|
|
|
|
|
|
|
pendingNameQueries.erase(data.guid);
|
|
|
|
|
|
|
|
|
|
if (data.isValid()) {
|
|
|
|
|
playerNameCache[data.guid] = data.name;
|
|
|
|
|
// Update entity name
|
|
|
|
|
auto entity = entityManager.getEntity(data.guid);
|
|
|
|
|
if (entity && entity->getType() == ObjectType::PLAYER) {
|
|
|
|
|
auto player = std::static_pointer_cast<Player>(entity);
|
|
|
|
|
player->setName(data.name);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleCreatureQueryResponse(network::Packet& packet) {
|
|
|
|
|
CreatureQueryResponseData data;
|
|
|
|
|
if (!CreatureQueryResponseParser::parse(packet, data)) return;
|
|
|
|
|
|
|
|
|
|
pendingCreatureQueries.erase(data.entry);
|
|
|
|
|
|
|
|
|
|
if (data.isValid()) {
|
|
|
|
|
creatureInfoCache[data.entry] = data;
|
|
|
|
|
// Update all unit entities with this entry
|
|
|
|
|
for (auto& [guid, entity] : entityManager.getEntities()) {
|
|
|
|
|
if (entity->getType() == ObjectType::UNIT) {
|
|
|
|
|
auto unit = std::static_pointer_cast<Unit>(entity);
|
|
|
|
|
if (unit->getEntry() == data.entry) {
|
|
|
|
|
unit->setName(data.name);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 03:11:43 -08:00
|
|
|
// ============================================================
|
|
|
|
|
// Item Query
|
|
|
|
|
// ============================================================
|
|
|
|
|
|
|
|
|
|
void GameHandler::queryItemInfo(uint32_t entry, uint64_t guid) {
|
|
|
|
|
if (itemInfoCache_.count(entry) || pendingItemQueries_.count(entry)) return;
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) return;
|
|
|
|
|
|
|
|
|
|
pendingItemQueries_.insert(entry);
|
|
|
|
|
auto packet = ItemQueryPacket::build(entry, guid);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleItemQueryResponse(network::Packet& packet) {
|
|
|
|
|
ItemQueryResponseData data;
|
|
|
|
|
if (!ItemQueryResponseParser::parse(packet, data)) return;
|
|
|
|
|
|
|
|
|
|
pendingItemQueries_.erase(data.entry);
|
|
|
|
|
|
|
|
|
|
if (data.valid) {
|
|
|
|
|
itemInfoCache_[data.entry] = data;
|
|
|
|
|
rebuildOnlineInventory();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 18:52:28 -08:00
|
|
|
uint64_t GameHandler::resolveOnlineItemGuid(uint32_t itemId) const {
|
|
|
|
|
if (itemId == 0) return 0;
|
|
|
|
|
uint64_t found = 0;
|
|
|
|
|
for (const auto& [guid, info] : onlineItems_) {
|
|
|
|
|
if (info.entry != itemId) continue;
|
|
|
|
|
if (found != 0) {
|
|
|
|
|
return 0; // Ambiguous
|
|
|
|
|
}
|
|
|
|
|
found = guid;
|
|
|
|
|
}
|
|
|
|
|
return found;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 18:34:45 -08:00
|
|
|
void GameHandler::detectInventorySlotBases(const std::map<uint16_t, uint32_t>& fields) {
|
|
|
|
|
if (invSlotBase_ >= 0 && packSlotBase_ >= 0) return;
|
|
|
|
|
if (onlineItems_.empty() || fields.empty()) return;
|
|
|
|
|
|
|
|
|
|
std::vector<uint16_t> matchingPairs;
|
|
|
|
|
matchingPairs.reserve(32);
|
|
|
|
|
|
|
|
|
|
for (const auto& [idx, low] : fields) {
|
|
|
|
|
if ((idx % 2) != 0) continue;
|
|
|
|
|
auto itHigh = fields.find(static_cast<uint16_t>(idx + 1));
|
|
|
|
|
if (itHigh == fields.end()) continue;
|
|
|
|
|
uint64_t guid = (uint64_t(itHigh->second) << 32) | low;
|
|
|
|
|
if (guid == 0) continue;
|
|
|
|
|
if (onlineItems_.count(guid)) {
|
|
|
|
|
matchingPairs.push_back(idx);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (matchingPairs.empty()) return;
|
|
|
|
|
std::sort(matchingPairs.begin(), matchingPairs.end());
|
|
|
|
|
|
|
|
|
|
if (invSlotBase_ < 0) {
|
2026-02-06 19:13:38 -08:00
|
|
|
// The lowest matching field is the first EQUIPPED slot (not necessarily HEAD).
|
|
|
|
|
// With 2+ matches we can derive the true base: all matches must be at
|
|
|
|
|
// even offsets from the base, spaced 2 fields per slot.
|
|
|
|
|
// Use the known 3.3.5a default (324) and verify matches align to it.
|
|
|
|
|
constexpr int knownBase = 324;
|
|
|
|
|
constexpr int slotStride = 2;
|
|
|
|
|
bool allAlign = true;
|
|
|
|
|
for (uint16_t p : matchingPairs) {
|
|
|
|
|
if (p < knownBase || (p - knownBase) % slotStride != 0) {
|
|
|
|
|
allAlign = false;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (allAlign) {
|
|
|
|
|
invSlotBase_ = knownBase;
|
|
|
|
|
} else {
|
|
|
|
|
// Fallback: if we have 2+ matches, derive base from their spacing
|
|
|
|
|
if (matchingPairs.size() >= 2) {
|
|
|
|
|
uint16_t lo = matchingPairs[0];
|
|
|
|
|
// lo must be base + 2*slotN, and slotN is 0..22
|
|
|
|
|
// Try each possible slot for 'lo' and see if all others also land on valid slots
|
|
|
|
|
for (int s = 0; s <= 22; s++) {
|
|
|
|
|
int candidate = lo - s * slotStride;
|
|
|
|
|
if (candidate < 0) break;
|
|
|
|
|
bool ok = true;
|
|
|
|
|
for (uint16_t p : matchingPairs) {
|
|
|
|
|
int off = p - candidate;
|
|
|
|
|
if (off < 0 || off % slotStride != 0 || off / slotStride > 22) {
|
|
|
|
|
ok = false;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (ok) {
|
|
|
|
|
invSlotBase_ = candidate;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (invSlotBase_ < 0) invSlotBase_ = knownBase;
|
|
|
|
|
} else {
|
|
|
|
|
invSlotBase_ = knownBase;
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-02-06 18:34:45 -08:00
|
|
|
packSlotBase_ = invSlotBase_ + (game::Inventory::NUM_EQUIP_SLOTS * 2);
|
|
|
|
|
LOG_INFO("Detected inventory field base: equip=", invSlotBase_,
|
|
|
|
|
" pack=", packSlotBase_);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool GameHandler::applyInventoryFields(const std::map<uint16_t, uint32_t>& fields) {
|
|
|
|
|
bool slotsChanged = false;
|
2026-02-06 19:13:38 -08:00
|
|
|
// WoW 3.3.5a: PLAYER_FIELD_INV_SLOT_HEAD = UNIT_END + 0x00B0 = 324
|
|
|
|
|
// PLAYER_FIELD_PACK_SLOT_1 = UNIT_END + 0x00DE = 370
|
|
|
|
|
int equipBase = (invSlotBase_ >= 0) ? invSlotBase_ : 324;
|
|
|
|
|
int packBase = (packSlotBase_ >= 0) ? packSlotBase_ : 370;
|
2026-02-06 18:34:45 -08:00
|
|
|
|
|
|
|
|
for (const auto& [key, val] : fields) {
|
|
|
|
|
if (key >= equipBase && key <= equipBase + (game::Inventory::NUM_EQUIP_SLOTS * 2 - 1)) {
|
|
|
|
|
int slotIndex = (key - equipBase) / 2;
|
|
|
|
|
bool isLow = ((key - equipBase) % 2 == 0);
|
|
|
|
|
if (slotIndex < static_cast<int>(equipSlotGuids_.size())) {
|
|
|
|
|
uint64_t& guid = equipSlotGuids_[slotIndex];
|
|
|
|
|
if (isLow) guid = (guid & 0xFFFFFFFF00000000ULL) | val;
|
|
|
|
|
else guid = (guid & 0x00000000FFFFFFFFULL) | (uint64_t(val) << 32);
|
|
|
|
|
slotsChanged = true;
|
|
|
|
|
}
|
|
|
|
|
} else if (key >= packBase && key <= packBase + (game::Inventory::BACKPACK_SLOTS * 2 - 1)) {
|
|
|
|
|
int slotIndex = (key - packBase) / 2;
|
|
|
|
|
bool isLow = ((key - packBase) % 2 == 0);
|
|
|
|
|
if (slotIndex < static_cast<int>(backpackSlotGuids_.size())) {
|
|
|
|
|
uint64_t& guid = backpackSlotGuids_[slotIndex];
|
|
|
|
|
if (isLow) guid = (guid & 0xFFFFFFFF00000000ULL) | val;
|
|
|
|
|
else guid = (guid & 0x00000000FFFFFFFFULL) | (uint64_t(val) << 32);
|
|
|
|
|
slotsChanged = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return slotsChanged;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 03:11:43 -08:00
|
|
|
void GameHandler::rebuildOnlineInventory() {
|
|
|
|
|
|
|
|
|
|
inventory = Inventory();
|
|
|
|
|
|
|
|
|
|
// Equipment slots
|
|
|
|
|
for (int i = 0; i < 23; i++) {
|
|
|
|
|
uint64_t guid = equipSlotGuids_[i];
|
|
|
|
|
if (guid == 0) continue;
|
|
|
|
|
|
|
|
|
|
auto itemIt = onlineItems_.find(guid);
|
|
|
|
|
if (itemIt == onlineItems_.end()) continue;
|
|
|
|
|
|
|
|
|
|
ItemDef def;
|
|
|
|
|
def.itemId = itemIt->second.entry;
|
|
|
|
|
def.stackCount = itemIt->second.stackCount;
|
|
|
|
|
def.maxStack = 1;
|
|
|
|
|
|
|
|
|
|
auto infoIt = itemInfoCache_.find(itemIt->second.entry);
|
|
|
|
|
if (infoIt != itemInfoCache_.end()) {
|
|
|
|
|
def.name = infoIt->second.name;
|
|
|
|
|
def.quality = static_cast<ItemQuality>(infoIt->second.quality);
|
|
|
|
|
def.inventoryType = infoIt->second.inventoryType;
|
|
|
|
|
def.maxStack = std::max(1, infoIt->second.maxStack);
|
|
|
|
|
def.displayInfoId = infoIt->second.displayInfoId;
|
|
|
|
|
def.subclassName = infoIt->second.subclassName;
|
|
|
|
|
def.armor = infoIt->second.armor;
|
|
|
|
|
def.stamina = infoIt->second.stamina;
|
|
|
|
|
def.strength = infoIt->second.strength;
|
|
|
|
|
def.agility = infoIt->second.agility;
|
|
|
|
|
def.intellect = infoIt->second.intellect;
|
|
|
|
|
def.spirit = infoIt->second.spirit;
|
|
|
|
|
} else {
|
|
|
|
|
def.name = "Item " + std::to_string(def.itemId);
|
2026-02-06 18:34:45 -08:00
|
|
|
queryItemInfo(def.itemId, guid);
|
2026-02-06 03:11:43 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
inventory.setEquipSlot(static_cast<EquipSlot>(i), def);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Backpack slots
|
|
|
|
|
for (int i = 0; i < 16; i++) {
|
|
|
|
|
uint64_t guid = backpackSlotGuids_[i];
|
|
|
|
|
if (guid == 0) continue;
|
|
|
|
|
|
|
|
|
|
auto itemIt = onlineItems_.find(guid);
|
|
|
|
|
if (itemIt == onlineItems_.end()) continue;
|
|
|
|
|
|
|
|
|
|
ItemDef def;
|
|
|
|
|
def.itemId = itemIt->second.entry;
|
|
|
|
|
def.stackCount = itemIt->second.stackCount;
|
|
|
|
|
def.maxStack = 1;
|
|
|
|
|
|
|
|
|
|
auto infoIt = itemInfoCache_.find(itemIt->second.entry);
|
|
|
|
|
if (infoIt != itemInfoCache_.end()) {
|
|
|
|
|
def.name = infoIt->second.name;
|
|
|
|
|
def.quality = static_cast<ItemQuality>(infoIt->second.quality);
|
|
|
|
|
def.inventoryType = infoIt->second.inventoryType;
|
|
|
|
|
def.maxStack = std::max(1, infoIt->second.maxStack);
|
|
|
|
|
def.displayInfoId = infoIt->second.displayInfoId;
|
|
|
|
|
def.subclassName = infoIt->second.subclassName;
|
|
|
|
|
def.armor = infoIt->second.armor;
|
|
|
|
|
def.stamina = infoIt->second.stamina;
|
|
|
|
|
def.strength = infoIt->second.strength;
|
|
|
|
|
def.agility = infoIt->second.agility;
|
|
|
|
|
def.intellect = infoIt->second.intellect;
|
|
|
|
|
def.spirit = infoIt->second.spirit;
|
|
|
|
|
} else {
|
|
|
|
|
def.name = "Item " + std::to_string(def.itemId);
|
2026-02-06 18:34:45 -08:00
|
|
|
queryItemInfo(def.itemId, guid);
|
2026-02-06 03:11:43 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
inventory.setBackpackSlot(i, def);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 03:13:42 -08:00
|
|
|
onlineEquipDirty_ = true;
|
|
|
|
|
|
2026-02-06 03:11:43 -08:00
|
|
|
LOG_DEBUG("Rebuilt online inventory: equip=", [&](){
|
|
|
|
|
int c = 0; for (auto g : equipSlotGuids_) if (g) c++; return c;
|
|
|
|
|
}(), " backpack=", [&](){
|
|
|
|
|
int c = 0; for (auto g : backpackSlotGuids_) if (g) c++; return c;
|
|
|
|
|
}());
|
|
|
|
|
}
|
|
|
|
|
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
// ============================================================
|
|
|
|
|
// Phase 2: Combat
|
|
|
|
|
// ============================================================
|
|
|
|
|
|
|
|
|
|
void GameHandler::startAutoAttack(uint64_t targetGuid) {
|
2026-02-07 18:33:14 -08:00
|
|
|
// Can't attack yourself
|
|
|
|
|
if (targetGuid == playerGuid) return;
|
|
|
|
|
|
|
|
|
|
// Dismount when entering combat
|
|
|
|
|
if (isMounted()) {
|
|
|
|
|
dismount();
|
|
|
|
|
}
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
autoAttacking = true;
|
|
|
|
|
autoAttackTarget = targetGuid;
|
2026-02-06 18:34:45 -08:00
|
|
|
autoAttackOutOfRange_ = false;
|
2026-02-04 13:29:27 -08:00
|
|
|
if (state == WorldState::IN_WORLD && socket) {
|
|
|
|
|
auto packet = AttackSwingPacket::build(targetGuid);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
}
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
LOG_INFO("Starting auto-attack on 0x", std::hex, targetGuid, std::dec);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::stopAutoAttack() {
|
|
|
|
|
if (!autoAttacking) return;
|
|
|
|
|
autoAttacking = false;
|
|
|
|
|
autoAttackTarget = 0;
|
2026-02-06 18:34:45 -08:00
|
|
|
autoAttackOutOfRange_ = false;
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
if (state == WorldState::IN_WORLD && socket) {
|
|
|
|
|
auto packet = AttackStopPacket::build();
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
}
|
|
|
|
|
LOG_INFO("Stopping auto-attack");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::addCombatText(CombatTextEntry::Type type, int32_t amount, uint32_t spellId, bool isPlayerSource) {
|
|
|
|
|
CombatTextEntry entry;
|
|
|
|
|
entry.type = type;
|
|
|
|
|
entry.amount = amount;
|
|
|
|
|
entry.spellId = spellId;
|
|
|
|
|
entry.age = 0.0f;
|
|
|
|
|
entry.isPlayerSource = isPlayerSource;
|
|
|
|
|
combatText.push_back(entry);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::updateCombatText(float deltaTime) {
|
|
|
|
|
for (auto& entry : combatText) {
|
|
|
|
|
entry.age += deltaTime;
|
|
|
|
|
}
|
|
|
|
|
combatText.erase(
|
|
|
|
|
std::remove_if(combatText.begin(), combatText.end(),
|
|
|
|
|
[](const CombatTextEntry& e) { return e.isExpired(); }),
|
|
|
|
|
combatText.end());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleAttackStart(network::Packet& packet) {
|
|
|
|
|
AttackStartData data;
|
|
|
|
|
if (!AttackStartParser::parse(packet, data)) return;
|
|
|
|
|
|
|
|
|
|
if (data.attackerGuid == playerGuid) {
|
|
|
|
|
autoAttacking = true;
|
|
|
|
|
autoAttackTarget = data.victimGuid;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleAttackStop(network::Packet& packet) {
|
|
|
|
|
AttackStopData data;
|
|
|
|
|
if (!AttackStopParser::parse(packet, data)) return;
|
|
|
|
|
|
2026-02-06 13:47:03 -08:00
|
|
|
// Don't clear autoAttacking on SMSG_ATTACKSTOP - the server sends this
|
|
|
|
|
// when the attack loop pauses (out of range, etc). The player's intent
|
|
|
|
|
// to attack persists until target dies or player explicitly cancels.
|
|
|
|
|
// We'll re-send CMSG_ATTACKSWING periodically in the update loop.
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
if (data.attackerGuid == playerGuid) {
|
2026-02-06 13:47:03 -08:00
|
|
|
LOG_DEBUG("SMSG_ATTACKSTOP received (keeping auto-attack intent)");
|
2026-02-06 18:34:45 -08:00
|
|
|
} else if (data.victimGuid == playerGuid) {
|
|
|
|
|
hostileAttackers_.erase(data.attackerGuid);
|
2026-02-06 13:47:03 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 17:59:40 -08:00
|
|
|
void GameHandler::dismount() {
|
|
|
|
|
if (!isMounted() || !socket) return;
|
|
|
|
|
network::Packet pkt(static_cast<uint16_t>(Opcode::CMSG_CANCEL_MOUNT_AURA));
|
|
|
|
|
socket->send(pkt);
|
|
|
|
|
LOG_INFO("Sent CMSG_CANCEL_MOUNT_AURA");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleForceRunSpeedChange(network::Packet& packet) {
|
|
|
|
|
// Packed GUID
|
|
|
|
|
uint64_t guid = UpdateObjectParser::readPackedGuid(packet);
|
2026-02-07 18:33:14 -08:00
|
|
|
// uint32 counter
|
|
|
|
|
uint32_t counter = packet.readUInt32();
|
|
|
|
|
// uint32 unknown (TrinityCore/AzerothCore adds this for run speed)
|
2026-02-07 17:59:40 -08:00
|
|
|
packet.readUInt32();
|
|
|
|
|
// float newSpeed
|
|
|
|
|
float newSpeed = packet.readFloat();
|
|
|
|
|
|
2026-02-07 18:33:14 -08:00
|
|
|
LOG_INFO("SMSG_FORCE_RUN_SPEED_CHANGE: guid=0x", std::hex, guid, std::dec,
|
|
|
|
|
" counter=", counter, " speed=", newSpeed);
|
|
|
|
|
|
|
|
|
|
if (guid != playerGuid) return;
|
|
|
|
|
|
|
|
|
|
// Always ACK the speed change to prevent server stall
|
|
|
|
|
if (socket) {
|
|
|
|
|
network::Packet ack(static_cast<uint16_t>(Opcode::CMSG_FORCE_RUN_SPEED_CHANGE_ACK));
|
|
|
|
|
ack.writeUInt64(playerGuid);
|
|
|
|
|
ack.writeUInt32(counter);
|
|
|
|
|
// MovementInfo (minimal — no flags set means no optional fields)
|
|
|
|
|
ack.writeUInt32(0); // moveFlags
|
|
|
|
|
ack.writeUInt16(0); // moveFlags2
|
|
|
|
|
ack.writeUInt32(movementTime);
|
|
|
|
|
ack.writeFloat(movementInfo.x);
|
|
|
|
|
ack.writeFloat(movementInfo.y);
|
|
|
|
|
ack.writeFloat(movementInfo.z);
|
|
|
|
|
ack.writeFloat(movementInfo.orientation);
|
|
|
|
|
ack.writeUInt32(0); // fallTime
|
|
|
|
|
ack.writeFloat(newSpeed);
|
|
|
|
|
socket->send(ack);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Validate speed - reject garbage/NaN values but still ACK
|
|
|
|
|
if (std::isnan(newSpeed) || newSpeed < 0.1f || newSpeed > 100.0f) {
|
|
|
|
|
LOG_WARNING("Ignoring invalid run speed: ", newSpeed);
|
|
|
|
|
return;
|
2026-02-07 17:59:40 -08:00
|
|
|
}
|
2026-02-07 18:33:14 -08:00
|
|
|
|
|
|
|
|
serverRunSpeed_ = newSpeed;
|
2026-02-07 17:59:40 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-06 13:47:03 -08:00
|
|
|
void GameHandler::handleMonsterMove(network::Packet& packet) {
|
|
|
|
|
MonsterMoveData data;
|
|
|
|
|
if (!MonsterMoveParser::parse(packet, data)) {
|
|
|
|
|
LOG_WARNING("Failed to parse SMSG_MONSTER_MOVE");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Update entity position in entity manager
|
|
|
|
|
auto entity = entityManager.getEntity(data.guid);
|
|
|
|
|
if (entity) {
|
|
|
|
|
if (data.hasDest) {
|
|
|
|
|
// Convert destination from server to canonical coords
|
|
|
|
|
glm::vec3 destCanonical = core::coords::serverToCanonical(
|
|
|
|
|
glm::vec3(data.destX, data.destY, data.destZ));
|
|
|
|
|
|
|
|
|
|
// Calculate facing angle
|
|
|
|
|
float orientation = entity->getOrientation();
|
|
|
|
|
if (data.moveType == 4) {
|
|
|
|
|
// FacingAngle - server specifies exact angle
|
|
|
|
|
orientation = data.facingAngle;
|
|
|
|
|
} else if (data.moveType == 3) {
|
|
|
|
|
// FacingTarget - face toward the target entity
|
|
|
|
|
auto target = entityManager.getEntity(data.facingTarget);
|
|
|
|
|
if (target) {
|
|
|
|
|
float dx = target->getX() - entity->getX();
|
|
|
|
|
float dy = target->getY() - entity->getY();
|
|
|
|
|
if (std::abs(dx) > 0.01f || std::abs(dy) > 0.01f) {
|
|
|
|
|
orientation = std::atan2(dy, dx);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
// Normal move - face toward destination
|
|
|
|
|
float dx = destCanonical.x - entity->getX();
|
|
|
|
|
float dy = destCanonical.y - entity->getY();
|
|
|
|
|
if (std::abs(dx) > 0.01f || std::abs(dy) > 0.01f) {
|
|
|
|
|
orientation = std::atan2(dy, dx);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 14:24:38 -08:00
|
|
|
// Interpolate entity position alongside renderer (so targeting matches visual)
|
|
|
|
|
entity->startMoveTo(destCanonical.x, destCanonical.y, destCanonical.z,
|
|
|
|
|
orientation, data.duration / 1000.0f);
|
2026-02-06 13:47:03 -08:00
|
|
|
|
|
|
|
|
// Notify renderer to smoothly move the creature
|
|
|
|
|
if (creatureMoveCallback_) {
|
|
|
|
|
creatureMoveCallback_(data.guid,
|
|
|
|
|
destCanonical.x, destCanonical.y, destCanonical.z,
|
|
|
|
|
data.duration);
|
|
|
|
|
}
|
|
|
|
|
} else if (data.moveType == 1) {
|
|
|
|
|
// Stop at current position
|
|
|
|
|
glm::vec3 posCanonical = core::coords::serverToCanonical(
|
|
|
|
|
glm::vec3(data.x, data.y, data.z));
|
|
|
|
|
entity->setPosition(posCanonical.x, posCanonical.y, posCanonical.z,
|
|
|
|
|
entity->getOrientation());
|
|
|
|
|
|
|
|
|
|
if (creatureMoveCallback_) {
|
|
|
|
|
creatureMoveCallback_(data.guid,
|
|
|
|
|
posCanonical.x, posCanonical.y, posCanonical.z, 0);
|
|
|
|
|
}
|
|
|
|
|
}
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleAttackerStateUpdate(network::Packet& packet) {
|
|
|
|
|
AttackerStateUpdateData data;
|
|
|
|
|
if (!AttackerStateUpdateParser::parse(packet, data)) return;
|
|
|
|
|
|
|
|
|
|
bool isPlayerAttacker = (data.attackerGuid == playerGuid);
|
|
|
|
|
bool isPlayerTarget = (data.targetGuid == playerGuid);
|
2026-02-05 14:01:26 -08:00
|
|
|
if (isPlayerAttacker && meleeSwingCallback_) {
|
|
|
|
|
meleeSwingCallback_();
|
|
|
|
|
}
|
2026-02-06 11:45:35 -08:00
|
|
|
if (!isPlayerAttacker && npcSwingCallback_) {
|
|
|
|
|
npcSwingCallback_(data.attackerGuid);
|
|
|
|
|
}
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
|
2026-02-06 18:34:45 -08:00
|
|
|
if (isPlayerTarget && data.attackerGuid != 0) {
|
|
|
|
|
hostileAttackers_.insert(data.attackerGuid);
|
|
|
|
|
}
|
|
|
|
|
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
if (data.isMiss()) {
|
|
|
|
|
addCombatText(CombatTextEntry::MISS, 0, 0, isPlayerAttacker);
|
|
|
|
|
} else if (data.victimState == 1) {
|
|
|
|
|
addCombatText(CombatTextEntry::DODGE, 0, 0, isPlayerAttacker);
|
|
|
|
|
} else if (data.victimState == 2) {
|
|
|
|
|
addCombatText(CombatTextEntry::PARRY, 0, 0, isPlayerAttacker);
|
|
|
|
|
} else {
|
|
|
|
|
auto type = data.isCrit() ? CombatTextEntry::CRIT_DAMAGE : CombatTextEntry::MELEE_DAMAGE;
|
|
|
|
|
addCombatText(type, data.totalDamage, 0, isPlayerAttacker);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
(void)isPlayerTarget; // Used for future incoming damage display
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleSpellDamageLog(network::Packet& packet) {
|
|
|
|
|
SpellDamageLogData data;
|
|
|
|
|
if (!SpellDamageLogParser::parse(packet, data)) return;
|
|
|
|
|
|
|
|
|
|
bool isPlayerSource = (data.attackerGuid == playerGuid);
|
|
|
|
|
auto type = data.isCrit ? CombatTextEntry::CRIT_DAMAGE : CombatTextEntry::SPELL_DAMAGE;
|
|
|
|
|
addCombatText(type, static_cast<int32_t>(data.damage), data.spellId, isPlayerSource);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleSpellHealLog(network::Packet& packet) {
|
|
|
|
|
SpellHealLogData data;
|
|
|
|
|
if (!SpellHealLogParser::parse(packet, data)) return;
|
|
|
|
|
|
|
|
|
|
bool isPlayerSource = (data.casterGuid == playerGuid);
|
|
|
|
|
auto type = data.isCrit ? CombatTextEntry::CRIT_HEAL : CombatTextEntry::HEAL;
|
|
|
|
|
addCombatText(type, static_cast<int32_t>(data.heal), data.spellId, isPlayerSource);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ============================================================
|
|
|
|
|
// Phase 3: Spells
|
|
|
|
|
// ============================================================
|
|
|
|
|
|
|
|
|
|
void GameHandler::castSpell(uint32_t spellId, uint64_t targetGuid) {
|
2026-02-07 00:00:06 -08:00
|
|
|
// Attack (6603) routes to auto-attack instead of cast
|
2026-02-04 11:31:08 -08:00
|
|
|
if (spellId == 6603) {
|
|
|
|
|
uint64_t target = targetGuid != 0 ? targetGuid : this->targetGuid;
|
|
|
|
|
if (target != 0) {
|
|
|
|
|
if (autoAttacking) {
|
|
|
|
|
stopAutoAttack();
|
|
|
|
|
} else {
|
|
|
|
|
startAutoAttack(target);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-04 13:29:27 -08:00
|
|
|
if (state != WorldState::IN_WORLD || !socket) return;
|
|
|
|
|
|
2026-02-07 18:33:14 -08:00
|
|
|
// Casting any spell while mounted → dismount instead
|
|
|
|
|
if (isMounted()) {
|
|
|
|
|
dismount();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
if (casting) return; // Already casting
|
|
|
|
|
|
2026-02-06 15:41:29 -08:00
|
|
|
uint64_t target = targetGuid != 0 ? targetGuid : this->targetGuid;
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
auto packet = CastSpellPacket::build(spellId, target, ++castCount);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
LOG_INFO("Casting spell: ", spellId, " on 0x", std::hex, target, std::dec);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::cancelCast() {
|
|
|
|
|
if (!casting) return;
|
|
|
|
|
if (state == WorldState::IN_WORLD && socket) {
|
|
|
|
|
auto packet = CancelCastPacket::build(currentCastSpellId);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
}
|
|
|
|
|
casting = false;
|
|
|
|
|
currentCastSpellId = 0;
|
|
|
|
|
castTimeRemaining = 0.0f;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::cancelAura(uint32_t spellId) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) return;
|
|
|
|
|
auto packet = CancelAuraPacket::build(spellId);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::setActionBarSlot(int slot, ActionBarSlot::Type type, uint32_t id) {
|
|
|
|
|
if (slot < 0 || slot >= ACTION_BAR_SLOTS) return;
|
|
|
|
|
actionBar[slot].type = type;
|
|
|
|
|
actionBar[slot].id = id;
|
Fix vendor buying, improve character select, parallelize WMO culling, and optimize collision
- Fix CMSG_BUY_ITEM count field from uint8 to uint32 (server silently dropped undersized packets)
- Character select screen: remember last selected character, two-column layout with details panel, double-click to enter world, responsive window sizing
- Fix stale character data between logins by replacing static init flag with per-character GUID tracking
- Parallelize WMO visibility culling across worker threads (same pattern as M2 renderer)
- Optimize WMO collision queries with world-space group bounds early rejection in getFloorHeight, checkWallCollision, isInsideWMO, and raycastBoundingBoxes
- Reduce camera ground samples from 5 to 3 movement-aligned probes
- Add WMO interior lighting, unlit materials, vertex color multiply, and alpha blending support
2026-02-07 15:29:19 -08:00
|
|
|
saveCharacterConfig();
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float GameHandler::getSpellCooldown(uint32_t spellId) const {
|
|
|
|
|
auto it = spellCooldowns.find(spellId);
|
|
|
|
|
return (it != spellCooldowns.end()) ? it->second : 0.0f;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleInitialSpells(network::Packet& packet) {
|
|
|
|
|
InitialSpellsData data;
|
|
|
|
|
if (!InitialSpellsParser::parse(packet, data)) return;
|
|
|
|
|
|
|
|
|
|
knownSpells = data.spellIds;
|
|
|
|
|
|
2026-02-04 11:31:08 -08:00
|
|
|
// Ensure Attack (6603) and Hearthstone (8690) are always present
|
|
|
|
|
if (std::find(knownSpells.begin(), knownSpells.end(), 6603u) == knownSpells.end()) {
|
|
|
|
|
knownSpells.insert(knownSpells.begin(), 6603u);
|
|
|
|
|
}
|
|
|
|
|
if (std::find(knownSpells.begin(), knownSpells.end(), 8690u) == knownSpells.end()) {
|
|
|
|
|
knownSpells.push_back(8690u);
|
|
|
|
|
}
|
|
|
|
|
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
// Set initial cooldowns
|
|
|
|
|
for (const auto& cd : data.cooldowns) {
|
|
|
|
|
if (cd.cooldownMs > 0) {
|
|
|
|
|
spellCooldowns[cd.spellId] = cd.cooldownMs / 1000.0f;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
Fix vendor buying, improve character select, parallelize WMO culling, and optimize collision
- Fix CMSG_BUY_ITEM count field from uint8 to uint32 (server silently dropped undersized packets)
- Character select screen: remember last selected character, two-column layout with details panel, double-click to enter world, responsive window sizing
- Fix stale character data between logins by replacing static init flag with per-character GUID tracking
- Parallelize WMO visibility culling across worker threads (same pattern as M2 renderer)
- Optimize WMO collision queries with world-space group bounds early rejection in getFloorHeight, checkWallCollision, isInsideWMO, and raycastBoundingBoxes
- Reduce camera ground samples from 5 to 3 movement-aligned probes
- Add WMO interior lighting, unlit materials, vertex color multiply, and alpha blending support
2026-02-07 15:29:19 -08:00
|
|
|
// Load saved action bar or use defaults (Attack slot 1, Hearthstone slot 12)
|
2026-02-04 11:31:08 -08:00
|
|
|
actionBar[0].type = ActionBarSlot::SPELL;
|
|
|
|
|
actionBar[0].id = 6603; // Attack
|
|
|
|
|
actionBar[11].type = ActionBarSlot::SPELL;
|
|
|
|
|
actionBar[11].id = 8690; // Hearthstone
|
Fix vendor buying, improve character select, parallelize WMO culling, and optimize collision
- Fix CMSG_BUY_ITEM count field from uint8 to uint32 (server silently dropped undersized packets)
- Character select screen: remember last selected character, two-column layout with details panel, double-click to enter world, responsive window sizing
- Fix stale character data between logins by replacing static init flag with per-character GUID tracking
- Parallelize WMO visibility culling across worker threads (same pattern as M2 renderer)
- Optimize WMO collision queries with world-space group bounds early rejection in getFloorHeight, checkWallCollision, isInsideWMO, and raycastBoundingBoxes
- Reduce camera ground samples from 5 to 3 movement-aligned probes
- Add WMO interior lighting, unlit materials, vertex color multiply, and alpha blending support
2026-02-07 15:29:19 -08:00
|
|
|
loadCharacterConfig();
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
|
|
|
|
|
LOG_INFO("Learned ", knownSpells.size(), " spells");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleCastFailed(network::Packet& packet) {
|
|
|
|
|
CastFailedData data;
|
|
|
|
|
if (!CastFailedParser::parse(packet, data)) return;
|
|
|
|
|
|
|
|
|
|
casting = false;
|
|
|
|
|
currentCastSpellId = 0;
|
|
|
|
|
castTimeRemaining = 0.0f;
|
|
|
|
|
|
2026-02-06 15:41:29 -08:00
|
|
|
// Add system message about failed cast with readable reason
|
|
|
|
|
const char* reason = getSpellCastResultString(data.result);
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
MessageChatData msg;
|
|
|
|
|
msg.type = ChatType::SYSTEM;
|
|
|
|
|
msg.language = ChatLanguage::UNIVERSAL;
|
2026-02-06 15:41:29 -08:00
|
|
|
if (reason) {
|
|
|
|
|
msg.message = reason;
|
|
|
|
|
} else {
|
|
|
|
|
msg.message = "Spell cast failed (error " + std::to_string(data.result) + ")";
|
|
|
|
|
}
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
addLocalChatMessage(msg);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleSpellStart(network::Packet& packet) {
|
|
|
|
|
SpellStartData data;
|
|
|
|
|
if (!SpellStartParser::parse(packet, data)) return;
|
|
|
|
|
|
|
|
|
|
// If this is the player's own cast, start cast bar
|
|
|
|
|
if (data.casterUnit == playerGuid && data.castTime > 0) {
|
|
|
|
|
casting = true;
|
|
|
|
|
currentCastSpellId = data.spellId;
|
|
|
|
|
castTimeTotal = data.castTime / 1000.0f;
|
|
|
|
|
castTimeRemaining = castTimeTotal;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleSpellGo(network::Packet& packet) {
|
|
|
|
|
SpellGoData data;
|
|
|
|
|
if (!SpellGoParser::parse(packet, data)) return;
|
|
|
|
|
|
|
|
|
|
// Cast completed
|
|
|
|
|
if (data.casterUnit == playerGuid) {
|
|
|
|
|
casting = false;
|
|
|
|
|
currentCastSpellId = 0;
|
|
|
|
|
castTimeRemaining = 0.0f;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleSpellCooldown(network::Packet& packet) {
|
|
|
|
|
SpellCooldownData data;
|
|
|
|
|
if (!SpellCooldownParser::parse(packet, data)) return;
|
|
|
|
|
|
|
|
|
|
for (const auto& [spellId, cooldownMs] : data.cooldowns) {
|
|
|
|
|
float seconds = cooldownMs / 1000.0f;
|
|
|
|
|
spellCooldowns[spellId] = seconds;
|
|
|
|
|
// Update action bar cooldowns
|
|
|
|
|
for (auto& slot : actionBar) {
|
|
|
|
|
if (slot.type == ActionBarSlot::SPELL && slot.id == spellId) {
|
|
|
|
|
slot.cooldownTotal = seconds;
|
|
|
|
|
slot.cooldownRemaining = seconds;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleCooldownEvent(network::Packet& packet) {
|
|
|
|
|
uint32_t spellId = packet.readUInt32();
|
|
|
|
|
// Cooldown finished
|
|
|
|
|
spellCooldowns.erase(spellId);
|
|
|
|
|
for (auto& slot : actionBar) {
|
|
|
|
|
if (slot.type == ActionBarSlot::SPELL && slot.id == spellId) {
|
|
|
|
|
slot.cooldownRemaining = 0.0f;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleAuraUpdate(network::Packet& packet, bool isAll) {
|
|
|
|
|
AuraUpdateData data;
|
|
|
|
|
if (!AuraUpdateParser::parse(packet, data, isAll)) return;
|
|
|
|
|
|
|
|
|
|
// Determine which aura list to update
|
|
|
|
|
std::vector<AuraSlot>* auraList = nullptr;
|
|
|
|
|
if (data.guid == playerGuid) {
|
|
|
|
|
auraList = &playerAuras;
|
|
|
|
|
} else if (data.guid == targetGuid) {
|
|
|
|
|
auraList = &targetAuras;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (auraList) {
|
|
|
|
|
for (const auto& [slot, aura] : data.updates) {
|
|
|
|
|
// Ensure vector is large enough
|
|
|
|
|
while (auraList->size() <= slot) {
|
|
|
|
|
auraList->push_back(AuraSlot{});
|
|
|
|
|
}
|
|
|
|
|
(*auraList)[slot] = aura;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleLearnedSpell(network::Packet& packet) {
|
|
|
|
|
uint32_t spellId = packet.readUInt32();
|
|
|
|
|
knownSpells.push_back(spellId);
|
|
|
|
|
LOG_INFO("Learned spell: ", spellId);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleRemovedSpell(network::Packet& packet) {
|
|
|
|
|
uint32_t spellId = packet.readUInt32();
|
|
|
|
|
knownSpells.erase(
|
|
|
|
|
std::remove(knownSpells.begin(), knownSpells.end(), spellId),
|
|
|
|
|
knownSpells.end());
|
|
|
|
|
LOG_INFO("Removed spell: ", spellId);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ============================================================
|
|
|
|
|
// Phase 4: Group/Party
|
|
|
|
|
// ============================================================
|
|
|
|
|
|
|
|
|
|
void GameHandler::inviteToGroup(const std::string& playerName) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) return;
|
|
|
|
|
auto packet = GroupInvitePacket::build(playerName);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
LOG_INFO("Inviting ", playerName, " to group");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::acceptGroupInvite() {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) return;
|
|
|
|
|
pendingGroupInvite = false;
|
|
|
|
|
auto packet = GroupAcceptPacket::build();
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
LOG_INFO("Accepted group invite");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::declineGroupInvite() {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) return;
|
|
|
|
|
pendingGroupInvite = false;
|
|
|
|
|
auto packet = GroupDeclinePacket::build();
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
LOG_INFO("Declined group invite");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::leaveGroup() {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) return;
|
|
|
|
|
auto packet = GroupDisbandPacket::build();
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
partyData = GroupListData{};
|
|
|
|
|
LOG_INFO("Left group");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleGroupInvite(network::Packet& packet) {
|
|
|
|
|
GroupInviteResponseData data;
|
|
|
|
|
if (!GroupInviteResponseParser::parse(packet, data)) return;
|
|
|
|
|
|
|
|
|
|
pendingGroupInvite = true;
|
|
|
|
|
pendingInviterName = data.inviterName;
|
|
|
|
|
LOG_INFO("Group invite from: ", data.inviterName);
|
2026-02-05 13:22:15 -08:00
|
|
|
if (!data.inviterName.empty()) {
|
|
|
|
|
addSystemChatMessage(data.inviterName + " has invited you to a group.");
|
|
|
|
|
}
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleGroupDecline(network::Packet& packet) {
|
|
|
|
|
GroupDeclineData data;
|
|
|
|
|
if (!GroupDeclineResponseParser::parse(packet, data)) return;
|
|
|
|
|
|
|
|
|
|
MessageChatData msg;
|
|
|
|
|
msg.type = ChatType::SYSTEM;
|
|
|
|
|
msg.language = ChatLanguage::UNIVERSAL;
|
|
|
|
|
msg.message = data.playerName + " has declined your group invitation.";
|
|
|
|
|
addLocalChatMessage(msg);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleGroupList(network::Packet& packet) {
|
|
|
|
|
if (!GroupListParser::parse(packet, partyData)) return;
|
|
|
|
|
|
|
|
|
|
if (partyData.isEmpty()) {
|
|
|
|
|
LOG_INFO("No longer in a group");
|
2026-02-05 13:22:15 -08:00
|
|
|
addSystemChatMessage("You are no longer in a group.");
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
} else {
|
|
|
|
|
LOG_INFO("In group with ", partyData.memberCount, " members");
|
2026-02-05 13:22:15 -08:00
|
|
|
addSystemChatMessage("You are now in a group with " + std::to_string(partyData.memberCount) + " members.");
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleGroupUninvite(network::Packet& packet) {
|
|
|
|
|
(void)packet;
|
|
|
|
|
partyData = GroupListData{};
|
|
|
|
|
LOG_INFO("Removed from group");
|
|
|
|
|
|
|
|
|
|
MessageChatData msg;
|
|
|
|
|
msg.type = ChatType::SYSTEM;
|
|
|
|
|
msg.language = ChatLanguage::UNIVERSAL;
|
|
|
|
|
msg.message = "You have been removed from the group.";
|
|
|
|
|
addLocalChatMessage(msg);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handlePartyCommandResult(network::Packet& packet) {
|
|
|
|
|
PartyCommandResultData data;
|
|
|
|
|
if (!PartyCommandResultParser::parse(packet, data)) return;
|
|
|
|
|
|
|
|
|
|
if (data.result != PartyResult::OK) {
|
|
|
|
|
MessageChatData msg;
|
|
|
|
|
msg.type = ChatType::SYSTEM;
|
|
|
|
|
msg.language = ChatLanguage::UNIVERSAL;
|
|
|
|
|
msg.message = "Party command failed (error " + std::to_string(static_cast<uint32_t>(data.result)) + ")";
|
|
|
|
|
if (!data.name.empty()) msg.message += " for " + data.name;
|
|
|
|
|
addLocalChatMessage(msg);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ============================================================
|
|
|
|
|
// Phase 5: Loot, Gossip, Vendor
|
|
|
|
|
// ============================================================
|
|
|
|
|
|
|
|
|
|
void GameHandler::lootTarget(uint64_t guid) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) return;
|
|
|
|
|
auto packet = LootPacket::build(guid);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::lootItem(uint8_t slotIndex) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) return;
|
|
|
|
|
auto packet = AutostoreLootItemPacket::build(slotIndex);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::closeLoot() {
|
|
|
|
|
if (!lootWindowOpen) return;
|
|
|
|
|
lootWindowOpen = false;
|
2026-02-06 18:52:28 -08:00
|
|
|
if (currentLoot.lootGuid != 0 && targetGuid == currentLoot.lootGuid) {
|
|
|
|
|
clearTarget();
|
|
|
|
|
}
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
if (state == WorldState::IN_WORLD && socket) {
|
|
|
|
|
auto packet = LootReleasePacket::build(currentLoot.lootGuid);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
}
|
|
|
|
|
currentLoot = LootResponseData{};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::interactWithNpc(uint64_t guid) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) return;
|
|
|
|
|
auto packet = GossipHelloPacket::build(guid);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 19:44:03 -08:00
|
|
|
void GameHandler::interactWithGameObject(uint64_t guid) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) return;
|
|
|
|
|
auto packet = GameObjectUsePacket::build(guid);
|
|
|
|
|
socket->send(packet);
|
2026-02-07 20:24:25 -08:00
|
|
|
// Many lootable chests require a loot request after use.
|
|
|
|
|
auto loot = LootPacket::build(guid);
|
|
|
|
|
socket->send(loot);
|
2026-02-07 19:44:03 -08:00
|
|
|
}
|
|
|
|
|
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
void GameHandler::selectGossipOption(uint32_t optionId) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket || !gossipWindowOpen) return;
|
2026-02-06 11:45:35 -08:00
|
|
|
auto packet = GossipSelectOptionPacket::build(currentGossip.npcGuid, currentGossip.menuId, optionId);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::selectGossipQuest(uint32_t questId) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket || !gossipWindowOpen) return;
|
|
|
|
|
auto packet = QuestgiverQueryQuestPacket::build(currentGossip.npcGuid, questId);
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
socket->send(packet);
|
2026-02-06 11:45:35 -08:00
|
|
|
gossipWindowOpen = false;
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-06 11:59:51 -08:00
|
|
|
void GameHandler::handleQuestDetails(network::Packet& packet) {
|
|
|
|
|
QuestDetailsData data;
|
|
|
|
|
if (!QuestDetailsParser::parse(packet, data)) {
|
|
|
|
|
LOG_WARNING("Failed to parse SMSG_QUESTGIVER_QUEST_DETAILS");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
currentQuestDetails = data;
|
|
|
|
|
questDetailsOpen = true;
|
|
|
|
|
gossipWindowOpen = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::acceptQuest() {
|
|
|
|
|
if (!questDetailsOpen || state != WorldState::IN_WORLD || !socket) return;
|
2026-02-06 20:16:38 -08:00
|
|
|
uint64_t npcGuid = currentQuestDetails.npcGuid;
|
2026-02-06 11:59:51 -08:00
|
|
|
auto packet = QuestgiverAcceptQuestPacket::build(
|
2026-02-06 20:16:38 -08:00
|
|
|
npcGuid, currentQuestDetails.questId);
|
2026-02-06 11:59:51 -08:00
|
|
|
socket->send(packet);
|
2026-02-06 13:47:03 -08:00
|
|
|
|
|
|
|
|
// Add to quest log
|
|
|
|
|
bool alreadyInLog = false;
|
|
|
|
|
for (const auto& q : questLog_) {
|
|
|
|
|
if (q.questId == currentQuestDetails.questId) { alreadyInLog = true; break; }
|
|
|
|
|
}
|
|
|
|
|
if (!alreadyInLog) {
|
|
|
|
|
QuestLogEntry entry;
|
|
|
|
|
entry.questId = currentQuestDetails.questId;
|
|
|
|
|
entry.title = currentQuestDetails.title;
|
|
|
|
|
entry.objectives = currentQuestDetails.objectives;
|
|
|
|
|
questLog_.push_back(entry);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 11:59:51 -08:00
|
|
|
questDetailsOpen = false;
|
|
|
|
|
currentQuestDetails = QuestDetailsData{};
|
2026-02-06 20:16:38 -08:00
|
|
|
|
|
|
|
|
// Re-query quest giver status so marker updates (! → ?)
|
|
|
|
|
if (npcGuid) {
|
|
|
|
|
network::Packet qsPkt(static_cast<uint16_t>(Opcode::CMSG_QUESTGIVER_STATUS_QUERY));
|
|
|
|
|
qsPkt.writeUInt64(npcGuid);
|
|
|
|
|
socket->send(qsPkt);
|
|
|
|
|
}
|
2026-02-06 11:59:51 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::declineQuest() {
|
|
|
|
|
questDetailsOpen = false;
|
|
|
|
|
currentQuestDetails = QuestDetailsData{};
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 13:47:03 -08:00
|
|
|
void GameHandler::abandonQuest(uint32_t questId) {
|
|
|
|
|
// Find the quest's index in our local log
|
|
|
|
|
for (size_t i = 0; i < questLog_.size(); i++) {
|
|
|
|
|
if (questLog_[i].questId == questId) {
|
|
|
|
|
// Tell server to remove it (slot index in server quest log)
|
|
|
|
|
// We send the local index; server maps it via PLAYER_QUEST_LOG fields
|
|
|
|
|
if (state == WorldState::IN_WORLD && socket) {
|
|
|
|
|
network::Packet pkt(static_cast<uint16_t>(Opcode::CMSG_QUESTLOG_REMOVE_QUEST));
|
|
|
|
|
pkt.writeUInt8(static_cast<uint8_t>(i));
|
|
|
|
|
socket->send(pkt);
|
|
|
|
|
}
|
|
|
|
|
questLog_.erase(questLog_.begin() + static_cast<ptrdiff_t>(i));
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 21:50:15 -08:00
|
|
|
void GameHandler::handleQuestRequestItems(network::Packet& packet) {
|
|
|
|
|
QuestRequestItemsData data;
|
|
|
|
|
if (!QuestRequestItemsParser::parse(packet, data)) {
|
|
|
|
|
LOG_WARNING("Failed to parse SMSG_QUESTGIVER_REQUEST_ITEMS");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
currentQuestRequestItems_ = data;
|
|
|
|
|
questRequestItemsOpen_ = true;
|
|
|
|
|
gossipWindowOpen = false;
|
|
|
|
|
questDetailsOpen = false;
|
|
|
|
|
|
|
|
|
|
// Query item names for required items
|
|
|
|
|
for (const auto& item : data.requiredItems) {
|
|
|
|
|
queryItemInfo(item.itemId, 0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleQuestOfferReward(network::Packet& packet) {
|
|
|
|
|
QuestOfferRewardData data;
|
|
|
|
|
if (!QuestOfferRewardParser::parse(packet, data)) {
|
|
|
|
|
LOG_WARNING("Failed to parse SMSG_QUESTGIVER_OFFER_REWARD");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
currentQuestOfferReward_ = data;
|
|
|
|
|
questOfferRewardOpen_ = true;
|
|
|
|
|
questRequestItemsOpen_ = false;
|
|
|
|
|
gossipWindowOpen = false;
|
|
|
|
|
questDetailsOpen = false;
|
|
|
|
|
|
|
|
|
|
// Query item names for reward items
|
|
|
|
|
for (const auto& item : data.choiceRewards)
|
|
|
|
|
queryItemInfo(item.itemId, 0);
|
|
|
|
|
for (const auto& item : data.fixedRewards)
|
|
|
|
|
queryItemInfo(item.itemId, 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::completeQuest() {
|
|
|
|
|
if (!questRequestItemsOpen_ || state != WorldState::IN_WORLD || !socket) return;
|
|
|
|
|
auto packet = QuestgiverCompleteQuestPacket::build(
|
|
|
|
|
currentQuestRequestItems_.npcGuid, currentQuestRequestItems_.questId);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
questRequestItemsOpen_ = false;
|
|
|
|
|
currentQuestRequestItems_ = QuestRequestItemsData{};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::closeQuestRequestItems() {
|
|
|
|
|
questRequestItemsOpen_ = false;
|
|
|
|
|
currentQuestRequestItems_ = QuestRequestItemsData{};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::chooseQuestReward(uint32_t rewardIndex) {
|
|
|
|
|
if (!questOfferRewardOpen_ || state != WorldState::IN_WORLD || !socket) return;
|
|
|
|
|
uint64_t npcGuid = currentQuestOfferReward_.npcGuid;
|
|
|
|
|
auto packet = QuestgiverChooseRewardPacket::build(
|
|
|
|
|
npcGuid, currentQuestOfferReward_.questId, rewardIndex);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
questOfferRewardOpen_ = false;
|
|
|
|
|
currentQuestOfferReward_ = QuestOfferRewardData{};
|
|
|
|
|
|
|
|
|
|
// Re-query quest giver status so markers update
|
|
|
|
|
if (npcGuid) {
|
|
|
|
|
network::Packet qsPkt(static_cast<uint16_t>(Opcode::CMSG_QUESTGIVER_STATUS_QUERY));
|
|
|
|
|
qsPkt.writeUInt64(npcGuid);
|
|
|
|
|
socket->send(qsPkt);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::closeQuestOfferReward() {
|
|
|
|
|
questOfferRewardOpen_ = false;
|
|
|
|
|
currentQuestOfferReward_ = QuestOfferRewardData{};
|
|
|
|
|
}
|
|
|
|
|
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
void GameHandler::closeGossip() {
|
|
|
|
|
gossipWindowOpen = false;
|
|
|
|
|
currentGossip = GossipMessageData{};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::openVendor(uint64_t npcGuid) {
|
|
|
|
|
if (state != WorldState::IN_WORLD || !socket) return;
|
|
|
|
|
auto packet = ListInventoryPacket::build(npcGuid);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 11:59:51 -08:00
|
|
|
void GameHandler::closeVendor() {
|
|
|
|
|
vendorWindowOpen = false;
|
|
|
|
|
currentVendorItems = ListInventoryData{};
|
|
|
|
|
}
|
|
|
|
|
|
Fix vendor buying, improve character select, parallelize WMO culling, and optimize collision
- Fix CMSG_BUY_ITEM count field from uint8 to uint32 (server silently dropped undersized packets)
- Character select screen: remember last selected character, two-column layout with details panel, double-click to enter world, responsive window sizing
- Fix stale character data between logins by replacing static init flag with per-character GUID tracking
- Parallelize WMO visibility culling across worker threads (same pattern as M2 renderer)
- Optimize WMO collision queries with world-space group bounds early rejection in getFloorHeight, checkWallCollision, isInsideWMO, and raycastBoundingBoxes
- Reduce camera ground samples from 5 to 3 movement-aligned probes
- Add WMO interior lighting, unlit materials, vertex color multiply, and alpha blending support
2026-02-07 15:29:19 -08:00
|
|
|
void GameHandler::buyItem(uint64_t vendorGuid, uint32_t itemId, uint32_t slot, uint32_t count) {
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
if (state != WorldState::IN_WORLD || !socket) return;
|
|
|
|
|
auto packet = BuyItemPacket::build(vendorGuid, itemId, slot, count);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 19:50:22 -08:00
|
|
|
void GameHandler::sellItem(uint64_t vendorGuid, uint64_t itemGuid, uint32_t count) {
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
if (state != WorldState::IN_WORLD || !socket) return;
|
|
|
|
|
auto packet = SellItemPacket::build(vendorGuid, itemGuid, count);
|
|
|
|
|
socket->send(packet);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 13:47:03 -08:00
|
|
|
void GameHandler::sellItemBySlot(int backpackIndex) {
|
|
|
|
|
if (backpackIndex < 0 || backpackIndex >= inventory.getBackpackSize()) return;
|
|
|
|
|
const auto& slot = inventory.getBackpackSlot(backpackIndex);
|
|
|
|
|
if (slot.empty()) return;
|
|
|
|
|
|
2026-02-06 23:52:16 -08:00
|
|
|
uint64_t itemGuid = backpackSlotGuids_[backpackIndex];
|
|
|
|
|
if (itemGuid == 0) {
|
|
|
|
|
itemGuid = resolveOnlineItemGuid(slot.item.itemId);
|
|
|
|
|
}
|
|
|
|
|
LOG_DEBUG("sellItemBySlot: slot=", backpackIndex,
|
|
|
|
|
" item=", slot.item.name,
|
|
|
|
|
" itemGuid=0x", std::hex, itemGuid, std::dec,
|
|
|
|
|
" vendorGuid=0x", std::hex, currentVendorItems.vendorGuid, std::dec);
|
|
|
|
|
if (itemGuid != 0 && currentVendorItems.vendorGuid != 0) {
|
|
|
|
|
sellItem(currentVendorItems.vendorGuid, itemGuid, 1);
|
|
|
|
|
} else if (itemGuid == 0) {
|
|
|
|
|
addSystemChatMessage("Cannot sell: item not found in inventory.");
|
|
|
|
|
LOG_WARNING("Sell failed: missing item GUID for slot ", backpackIndex);
|
2026-02-06 13:47:03 -08:00
|
|
|
} else {
|
2026-02-06 23:52:16 -08:00
|
|
|
addSystemChatMessage("Cannot sell: no vendor.");
|
2026-02-06 13:47:03 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 18:34:45 -08:00
|
|
|
void GameHandler::autoEquipItemBySlot(int backpackIndex) {
|
|
|
|
|
if (backpackIndex < 0 || backpackIndex >= inventory.getBackpackSize()) return;
|
|
|
|
|
const auto& slot = inventory.getBackpackSlot(backpackIndex);
|
|
|
|
|
if (slot.empty()) return;
|
|
|
|
|
|
2026-02-06 19:13:38 -08:00
|
|
|
if (state == WorldState::IN_WORLD && socket) {
|
|
|
|
|
// WoW inventory: equipment 0-18, bags 19-22, backpack 23-38
|
|
|
|
|
auto packet = AutoEquipItemPacket::build(0xFF, static_cast<uint8_t>(23 + backpackIndex));
|
2026-02-06 18:34:45 -08:00
|
|
|
socket->send(packet);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::useItemBySlot(int backpackIndex) {
|
|
|
|
|
if (backpackIndex < 0 || backpackIndex >= inventory.getBackpackSize()) return;
|
|
|
|
|
const auto& slot = inventory.getBackpackSlot(backpackIndex);
|
|
|
|
|
if (slot.empty()) return;
|
|
|
|
|
|
|
|
|
|
uint64_t itemGuid = backpackSlotGuids_[backpackIndex];
|
2026-02-06 18:52:28 -08:00
|
|
|
if (itemGuid == 0) {
|
|
|
|
|
itemGuid = resolveOnlineItemGuid(slot.item.itemId);
|
|
|
|
|
}
|
2026-02-06 18:34:45 -08:00
|
|
|
if (itemGuid != 0 && state == WorldState::IN_WORLD && socket) {
|
2026-02-06 19:13:38 -08:00
|
|
|
// WoW inventory: equipment 0-18, bags 19-22, backpack 23-38
|
|
|
|
|
auto packet = UseItemPacket::build(0xFF, static_cast<uint8_t>(23 + backpackIndex), itemGuid);
|
2026-02-06 18:34:45 -08:00
|
|
|
socket->send(packet);
|
2026-02-06 18:52:28 -08:00
|
|
|
} else if (itemGuid == 0) {
|
|
|
|
|
LOG_WARNING("Use item failed: missing item GUID for slot ", backpackIndex);
|
2026-02-06 18:34:45 -08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-06 19:17:35 -08:00
|
|
|
void GameHandler::useItemById(uint32_t itemId) {
|
|
|
|
|
if (itemId == 0) return;
|
|
|
|
|
for (int i = 0; i < inventory.getBackpackSize(); i++) {
|
|
|
|
|
const auto& slot = inventory.getBackpackSlot(i);
|
|
|
|
|
if (!slot.empty() && slot.item.itemId == itemId) {
|
|
|
|
|
useItemBySlot(i);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 16:59:20 -08:00
|
|
|
void GameHandler::unstuck() {
|
|
|
|
|
if (unstuckCallback_) {
|
|
|
|
|
unstuckCallback_();
|
|
|
|
|
addSystemChatMessage("Unstuck: position reset to floor.");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
void GameHandler::handleLootResponse(network::Packet& packet) {
|
|
|
|
|
if (!LootResponseParser::parse(packet, currentLoot)) return;
|
|
|
|
|
lootWindowOpen = true;
|
2026-02-07 14:00:56 -08:00
|
|
|
|
|
|
|
|
// Query item info so loot window can show names instead of IDs
|
|
|
|
|
for (const auto& item : currentLoot.items) {
|
|
|
|
|
queryItemInfo(item.itemId, 0);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 13:22:15 -08:00
|
|
|
if (currentLoot.gold > 0) {
|
2026-02-06 23:52:16 -08:00
|
|
|
if (state == WorldState::IN_WORLD && socket) {
|
2026-02-06 19:24:44 -08:00
|
|
|
// Auto-loot gold by sending CMSG_LOOT_MONEY (server handles the rest)
|
|
|
|
|
auto pkt = LootMoneyPacket::build();
|
|
|
|
|
socket->send(pkt);
|
|
|
|
|
currentLoot.gold = 0;
|
Fix camera orbit, deselect, chat formatting, loot/vendor bugs, critter hostility, and character screen
Smooth idle camera orbit without jump at loop boundary, click empty space to
deselect target, auto-target when attacked, fix critter hostility so neutral
factions aren't flagged red, add armor/stats to item templates, fix loot
iterator invalidation, show item template names as fallback, position drop
confirmation at cursor, remove [SYSTEM] chat prefix, show NPC names in monster
say/yell, and prevent auto-login on character select screen.
2026-02-06 16:40:44 -08:00
|
|
|
}
|
2026-02-05 13:22:15 -08:00
|
|
|
}
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleLootReleaseResponse(network::Packet& packet) {
|
|
|
|
|
(void)packet;
|
|
|
|
|
lootWindowOpen = false;
|
|
|
|
|
currentLoot = LootResponseData{};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleLootRemoved(network::Packet& packet) {
|
|
|
|
|
uint8_t slotIndex = packet.readUInt8();
|
|
|
|
|
for (auto it = currentLoot.items.begin(); it != currentLoot.items.end(); ++it) {
|
|
|
|
|
if (it->slotIndex == slotIndex) {
|
|
|
|
|
currentLoot.items.erase(it);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleGossipMessage(network::Packet& packet) {
|
|
|
|
|
if (!GossipMessageParser::parse(packet, currentGossip)) return;
|
2026-02-06 12:08:47 -08:00
|
|
|
if (questDetailsOpen) return; // Don't reopen gossip while viewing quest
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
gossipWindowOpen = true;
|
|
|
|
|
vendorWindowOpen = false; // Close vendor if gossip opens
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleGossipComplete(network::Packet& packet) {
|
|
|
|
|
(void)packet;
|
|
|
|
|
gossipWindowOpen = false;
|
|
|
|
|
currentGossip = GossipMessageData{};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleListInventory(network::Packet& packet) {
|
|
|
|
|
if (!ListInventoryParser::parse(packet, currentVendorItems)) return;
|
|
|
|
|
vendorWindowOpen = true;
|
|
|
|
|
gossipWindowOpen = false; // Close gossip if vendor opens
|
2026-02-06 11:59:51 -08:00
|
|
|
|
|
|
|
|
// Query item info for all vendor items so we can show names
|
|
|
|
|
for (const auto& item : currentVendorItems.items) {
|
|
|
|
|
queryItemInfo(item.itemId, 0);
|
|
|
|
|
}
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-05 12:01:03 -08:00
|
|
|
// ============================================================
|
|
|
|
|
// Single-player local combat
|
|
|
|
|
// ============================================================
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2026-02-05 12:07:58 -08:00
|
|
|
|
2026-02-05 12:01:03 -08:00
|
|
|
|
|
|
|
|
|
2026-02-05 12:07:58 -08:00
|
|
|
// ============================================================
|
|
|
|
|
// XP tracking
|
|
|
|
|
// ============================================================
|
|
|
|
|
|
|
|
|
|
// WotLK 3.3.5a XP-to-next-level table (from player_xp_for_level)
|
|
|
|
|
static const uint32_t XP_TABLE[] = {
|
|
|
|
|
0, // level 0 (unused)
|
|
|
|
|
400, 900, 1400, 2100, 2800, 3600, 4500, 5400, 6500, 7600, // 1-10
|
|
|
|
|
8700, 9800, 11000, 12300, 13600, 15000, 16400, 17800, 19300, 20800, // 11-20
|
|
|
|
|
22400, 24000, 25500, 27200, 28900, 30500, 32200, 33900, 36300, 38800, // 21-30
|
|
|
|
|
41600, 44600, 48000, 51400, 55000, 58700, 62400, 66200, 70200, 74300, // 31-40
|
|
|
|
|
78500, 82800, 87100, 91600, 96300, 101000, 105800, 110700, 115700, 120900, // 41-50
|
|
|
|
|
126100, 131500, 137000, 142500, 148200, 154000, 159900, 165800, 172000, 290000, // 51-60
|
|
|
|
|
317000, 349000, 386000, 428000, 475000, 527000, 585000, 648000, 717000, 1523800, // 61-70
|
|
|
|
|
1539600, 1555700, 1571800, 1587900, 1604200, 1620700, 1637400, 1653900, 1670800 // 71-79
|
|
|
|
|
};
|
|
|
|
|
static constexpr uint32_t XP_TABLE_SIZE = sizeof(XP_TABLE) / sizeof(XP_TABLE[0]);
|
|
|
|
|
|
|
|
|
|
uint32_t GameHandler::xpForLevel(uint32_t level) {
|
|
|
|
|
if (level == 0 || level >= XP_TABLE_SIZE) return 0;
|
|
|
|
|
return XP_TABLE[level];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uint32_t GameHandler::killXp(uint32_t playerLevel, uint32_t victimLevel) {
|
|
|
|
|
if (playerLevel == 0 || victimLevel == 0) return 0;
|
|
|
|
|
|
|
|
|
|
// Gray level check (too low = 0 XP)
|
|
|
|
|
int32_t grayLevel;
|
|
|
|
|
if (playerLevel <= 5) grayLevel = 0;
|
|
|
|
|
else if (playerLevel <= 39) grayLevel = static_cast<int32_t>(playerLevel) - 5 - static_cast<int32_t>(playerLevel) / 10;
|
|
|
|
|
else if (playerLevel <= 59) grayLevel = static_cast<int32_t>(playerLevel) - 1 - static_cast<int32_t>(playerLevel) / 5;
|
|
|
|
|
else grayLevel = static_cast<int32_t>(playerLevel) - 9;
|
|
|
|
|
|
|
|
|
|
if (static_cast<int32_t>(victimLevel) <= grayLevel) return 0;
|
|
|
|
|
|
|
|
|
|
// Base XP = 45 + 5 * victimLevel (WoW-like ZeroDifference formula)
|
|
|
|
|
uint32_t baseXp = 45 + 5 * victimLevel;
|
|
|
|
|
|
|
|
|
|
// Level difference multiplier
|
|
|
|
|
int32_t diff = static_cast<int32_t>(victimLevel) - static_cast<int32_t>(playerLevel);
|
|
|
|
|
float multiplier = 1.0f + diff * 0.05f;
|
|
|
|
|
if (multiplier < 0.1f) multiplier = 0.1f;
|
|
|
|
|
if (multiplier > 2.0f) multiplier = 2.0f;
|
|
|
|
|
|
|
|
|
|
return static_cast<uint32_t>(baseXp * multiplier);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleXpGain(network::Packet& packet) {
|
|
|
|
|
XpGainData data;
|
|
|
|
|
if (!XpGainParser::parse(packet, data)) return;
|
|
|
|
|
|
|
|
|
|
// Server already updates PLAYER_XP via update fields,
|
|
|
|
|
// but we can show combat text for XP gains
|
|
|
|
|
addCombatText(CombatTextEntry::HEAL, static_cast<int32_t>(data.totalXp), 0, true);
|
2026-02-05 13:22:15 -08:00
|
|
|
|
|
|
|
|
std::string msg = "You gain " + std::to_string(data.totalXp) + " experience.";
|
|
|
|
|
if (data.groupBonus > 0) {
|
|
|
|
|
msg += " (+" + std::to_string(data.groupBonus) + " group bonus)";
|
|
|
|
|
}
|
|
|
|
|
addSystemChatMessage(msg);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 14:13:48 -08:00
|
|
|
|
2026-02-05 14:01:26 -08:00
|
|
|
void GameHandler::addMoneyCopper(uint32_t amount) {
|
|
|
|
|
if (amount == 0) return;
|
|
|
|
|
playerMoneyCopper_ += amount;
|
|
|
|
|
uint32_t gold = amount / 10000;
|
|
|
|
|
uint32_t silver = (amount / 100) % 100;
|
|
|
|
|
uint32_t copper = amount % 100;
|
|
|
|
|
std::string msg = "You receive ";
|
|
|
|
|
msg += std::to_string(gold) + "g ";
|
|
|
|
|
msg += std::to_string(silver) + "s ";
|
|
|
|
|
msg += std::to_string(copper) + "c.";
|
|
|
|
|
addSystemChatMessage(msg);
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-05 13:22:15 -08:00
|
|
|
void GameHandler::addSystemChatMessage(const std::string& message) {
|
|
|
|
|
if (message.empty()) return;
|
|
|
|
|
MessageChatData msg;
|
|
|
|
|
msg.type = ChatType::SYSTEM;
|
|
|
|
|
msg.language = ChatLanguage::UNIVERSAL;
|
|
|
|
|
msg.message = message;
|
|
|
|
|
addLocalChatMessage(msg);
|
2026-02-05 12:07:58 -08:00
|
|
|
}
|
|
|
|
|
|
2026-02-07 12:43:32 -08:00
|
|
|
// ============================================================
|
2026-02-07 16:59:20 -08:00
|
|
|
// Teleport Handler
|
|
|
|
|
// ============================================================
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleTeleportAck(network::Packet& packet) {
|
|
|
|
|
// MSG_MOVE_TELEPORT_ACK (server→client): packedGuid + u32 counter + u32 time
|
|
|
|
|
// followed by movement info with the new position
|
|
|
|
|
if (packet.getSize() - packet.getReadPos() < 4) {
|
|
|
|
|
LOG_WARNING("MSG_MOVE_TELEPORT_ACK too short");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uint64_t guid = UpdateObjectParser::readPackedGuid(packet);
|
|
|
|
|
if (packet.getSize() - packet.getReadPos() < 4) return;
|
|
|
|
|
uint32_t counter = packet.readUInt32();
|
|
|
|
|
|
|
|
|
|
// Read the movement info embedded in the teleport
|
|
|
|
|
// Format: u32 flags, u16 flags2, u32 time, float x, float y, float z, float o
|
|
|
|
|
if (packet.getSize() - packet.getReadPos() < 4 + 2 + 4 + 4 * 4) {
|
|
|
|
|
LOG_WARNING("MSG_MOVE_TELEPORT_ACK: not enough data for movement info");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
packet.readUInt32(); // moveFlags
|
|
|
|
|
packet.readUInt16(); // moveFlags2
|
|
|
|
|
uint32_t moveTime = packet.readUInt32();
|
|
|
|
|
float serverX = packet.readFloat();
|
|
|
|
|
float serverY = packet.readFloat();
|
|
|
|
|
float serverZ = packet.readFloat();
|
|
|
|
|
float orientation = packet.readFloat();
|
|
|
|
|
|
|
|
|
|
LOG_INFO("MSG_MOVE_TELEPORT_ACK: guid=0x", std::hex, guid, std::dec,
|
|
|
|
|
" counter=", counter,
|
|
|
|
|
" pos=(", serverX, ", ", serverY, ", ", serverZ, ")");
|
|
|
|
|
|
|
|
|
|
// Update our position
|
|
|
|
|
glm::vec3 canonical = core::coords::serverToCanonical(glm::vec3(serverX, serverY, serverZ));
|
|
|
|
|
movementInfo.x = canonical.x;
|
|
|
|
|
movementInfo.y = canonical.y;
|
|
|
|
|
movementInfo.z = canonical.z;
|
|
|
|
|
movementInfo.orientation = orientation;
|
|
|
|
|
movementInfo.flags = 0;
|
|
|
|
|
|
|
|
|
|
// Send the ack back to the server
|
|
|
|
|
// Client→server MSG_MOVE_TELEPORT_ACK: u64 guid + u32 counter + u32 time
|
|
|
|
|
if (socket) {
|
|
|
|
|
network::Packet ack(static_cast<uint16_t>(Opcode::MSG_MOVE_TELEPORT_ACK));
|
|
|
|
|
// Write packed guid
|
|
|
|
|
uint8_t mask = 0;
|
|
|
|
|
uint8_t bytes[8];
|
|
|
|
|
int byteCount = 0;
|
|
|
|
|
uint64_t g = playerGuid;
|
|
|
|
|
for (int i = 0; i < 8; i++) {
|
|
|
|
|
uint8_t b = static_cast<uint8_t>(g & 0xFF);
|
|
|
|
|
g >>= 8;
|
|
|
|
|
if (b != 0) {
|
|
|
|
|
mask |= (1 << i);
|
|
|
|
|
bytes[byteCount++] = b;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
ack.writeUInt8(mask);
|
|
|
|
|
for (int i = 0; i < byteCount; i++) {
|
|
|
|
|
ack.writeUInt8(bytes[i]);
|
|
|
|
|
}
|
|
|
|
|
ack.writeUInt32(counter);
|
|
|
|
|
ack.writeUInt32(moveTime);
|
|
|
|
|
socket->send(ack);
|
|
|
|
|
LOG_INFO("Sent MSG_MOVE_TELEPORT_ACK response");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Notify application to reload terrain at new position
|
|
|
|
|
if (worldEntryCallback_) {
|
|
|
|
|
worldEntryCallback_(currentMapId_, serverX, serverY, serverZ);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ============================================================
|
|
|
|
|
// Taxi / Flight Path Handlers
|
|
|
|
|
// ============================================================
|
|
|
|
|
|
|
|
|
|
void GameHandler::loadTaxiDbc() {
|
|
|
|
|
if (taxiDbcLoaded_) return;
|
|
|
|
|
taxiDbcLoaded_ = true;
|
|
|
|
|
|
|
|
|
|
auto* am = core::Application::getInstance().getAssetManager();
|
|
|
|
|
if (!am || !am->isInitialized()) return;
|
|
|
|
|
|
2026-02-07 19:04:15 -08:00
|
|
|
// Load TaxiNodes.dbc: 0=ID, 1=mapId, 2=x, 3=y, 4=z, 5=name(enUS locale)
|
2026-02-07 16:59:20 -08:00
|
|
|
auto nodesDbc = am->loadDBC("TaxiNodes.dbc");
|
|
|
|
|
if (nodesDbc && nodesDbc->isLoaded()) {
|
|
|
|
|
for (uint32_t i = 0; i < nodesDbc->getRecordCount(); i++) {
|
|
|
|
|
TaxiNode node;
|
|
|
|
|
node.id = nodesDbc->getUInt32(i, 0);
|
|
|
|
|
node.mapId = nodesDbc->getUInt32(i, 1);
|
|
|
|
|
node.x = nodesDbc->getFloat(i, 2);
|
|
|
|
|
node.y = nodesDbc->getFloat(i, 3);
|
|
|
|
|
node.z = nodesDbc->getFloat(i, 4);
|
2026-02-07 19:04:15 -08:00
|
|
|
node.name = nodesDbc->getString(i, 5);
|
2026-02-07 16:59:20 -08:00
|
|
|
if (node.id > 0) {
|
|
|
|
|
taxiNodes_[node.id] = std::move(node);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
LOG_INFO("Loaded ", taxiNodes_.size(), " taxi nodes from TaxiNodes.dbc");
|
|
|
|
|
} else {
|
|
|
|
|
LOG_WARNING("Could not load TaxiNodes.dbc");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Load TaxiPath.dbc: 0=pathId, 1=fromNode, 2=toNode, 3=cost
|
|
|
|
|
auto pathDbc = am->loadDBC("TaxiPath.dbc");
|
|
|
|
|
if (pathDbc && pathDbc->isLoaded()) {
|
|
|
|
|
for (uint32_t i = 0; i < pathDbc->getRecordCount(); i++) {
|
|
|
|
|
TaxiPathEdge edge;
|
|
|
|
|
edge.pathId = pathDbc->getUInt32(i, 0);
|
|
|
|
|
edge.fromNode = pathDbc->getUInt32(i, 1);
|
|
|
|
|
edge.toNode = pathDbc->getUInt32(i, 2);
|
|
|
|
|
edge.cost = pathDbc->getUInt32(i, 3);
|
|
|
|
|
taxiPathEdges_.push_back(edge);
|
|
|
|
|
}
|
|
|
|
|
LOG_INFO("Loaded ", taxiPathEdges_.size(), " taxi path edges from TaxiPath.dbc");
|
|
|
|
|
} else {
|
|
|
|
|
LOG_WARNING("Could not load TaxiPath.dbc");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleShowTaxiNodes(network::Packet& packet) {
|
|
|
|
|
ShowTaxiNodesData data;
|
|
|
|
|
if (!ShowTaxiNodesParser::parse(packet, data)) {
|
|
|
|
|
LOG_WARNING("Failed to parse SMSG_SHOWTAXINODES");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
loadTaxiDbc();
|
|
|
|
|
|
2026-02-07 17:59:40 -08:00
|
|
|
// Detect newly discovered flight paths by comparing with stored mask
|
|
|
|
|
if (taxiMaskInitialized_) {
|
|
|
|
|
for (uint32_t i = 0; i < TLK_TAXI_MASK_SIZE; ++i) {
|
|
|
|
|
uint32_t newBits = data.nodeMask[i] & ~knownTaxiMask_[i];
|
|
|
|
|
if (newBits == 0) continue;
|
|
|
|
|
for (uint32_t bit = 0; bit < 32; ++bit) {
|
|
|
|
|
if (newBits & (1u << bit)) {
|
2026-02-07 19:44:03 -08:00
|
|
|
uint32_t nodeId = i * 32 + bit + 1;
|
2026-02-07 17:59:40 -08:00
|
|
|
auto it = taxiNodes_.find(nodeId);
|
|
|
|
|
if (it != taxiNodes_.end()) {
|
|
|
|
|
addSystemChatMessage("Discovered flight path: " + it->second.name);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Update stored mask
|
|
|
|
|
for (uint32_t i = 0; i < TLK_TAXI_MASK_SIZE; ++i) {
|
|
|
|
|
knownTaxiMask_[i] = data.nodeMask[i];
|
|
|
|
|
}
|
|
|
|
|
taxiMaskInitialized_ = true;
|
|
|
|
|
|
2026-02-07 16:59:20 -08:00
|
|
|
currentTaxiData_ = data;
|
|
|
|
|
taxiNpcGuid_ = data.npcGuid;
|
|
|
|
|
taxiWindowOpen_ = true;
|
|
|
|
|
gossipWindowOpen = false;
|
2026-02-07 19:04:15 -08:00
|
|
|
buildTaxiCostMap();
|
2026-02-07 16:59:20 -08:00
|
|
|
LOG_INFO("Taxi window opened, nearest node=", data.nearestNode);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleActivateTaxiReply(network::Packet& packet) {
|
|
|
|
|
ActivateTaxiReplyData data;
|
|
|
|
|
if (!ActivateTaxiReplyParser::parse(packet, data)) {
|
|
|
|
|
LOG_WARNING("Failed to parse SMSG_ACTIVATETAXIREPLY");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (data.result == 0) {
|
|
|
|
|
onTaxiFlight_ = true;
|
|
|
|
|
taxiWindowOpen_ = false;
|
|
|
|
|
LOG_INFO("Taxi flight started!");
|
|
|
|
|
} else {
|
|
|
|
|
LOG_WARNING("Taxi activation failed, result=", data.result);
|
|
|
|
|
addSystemChatMessage("Cannot take that flight path.");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::closeTaxi() {
|
|
|
|
|
taxiWindowOpen_ = false;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 19:04:15 -08:00
|
|
|
void GameHandler::buildTaxiCostMap() {
|
|
|
|
|
taxiCostMap_.clear();
|
|
|
|
|
uint32_t startNode = currentTaxiData_.nearestNode;
|
|
|
|
|
if (startNode == 0) return;
|
|
|
|
|
|
2026-02-07 19:44:03 -08:00
|
|
|
// Build adjacency list with costs from all edges (path may traverse unknown nodes)
|
2026-02-07 19:04:15 -08:00
|
|
|
struct AdjEntry { uint32_t node; uint32_t cost; };
|
|
|
|
|
std::unordered_map<uint32_t, std::vector<AdjEntry>> adj;
|
|
|
|
|
for (const auto& edge : taxiPathEdges_) {
|
2026-02-07 19:44:03 -08:00
|
|
|
adj[edge.fromNode].push_back({edge.toNode, edge.cost});
|
2026-02-07 19:04:15 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// BFS from startNode, accumulating costs along the path
|
|
|
|
|
std::deque<uint32_t> queue;
|
|
|
|
|
queue.push_back(startNode);
|
|
|
|
|
taxiCostMap_[startNode] = 0;
|
|
|
|
|
|
|
|
|
|
while (!queue.empty()) {
|
|
|
|
|
uint32_t cur = queue.front();
|
|
|
|
|
queue.pop_front();
|
|
|
|
|
for (const auto& next : adj[cur]) {
|
|
|
|
|
if (taxiCostMap_.find(next.node) == taxiCostMap_.end()) {
|
|
|
|
|
taxiCostMap_[next.node] = taxiCostMap_[cur] + next.cost;
|
|
|
|
|
queue.push_back(next.node);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uint32_t GameHandler::getTaxiCostTo(uint32_t destNodeId) const {
|
|
|
|
|
auto it = taxiCostMap_.find(destNodeId);
|
|
|
|
|
return (it != taxiCostMap_.end()) ? it->second : 0;
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 16:59:20 -08:00
|
|
|
void GameHandler::activateTaxi(uint32_t destNodeId) {
|
|
|
|
|
if (!socket || state != WorldState::IN_WORLD) return;
|
|
|
|
|
|
|
|
|
|
uint32_t startNode = currentTaxiData_.nearestNode;
|
|
|
|
|
if (startNode == 0 || destNodeId == 0 || startNode == destNodeId) return;
|
|
|
|
|
|
2026-02-07 20:05:14 -08:00
|
|
|
// BFS to find path from startNode to destNodeId
|
|
|
|
|
std::unordered_map<uint32_t, std::vector<uint32_t>> adj;
|
|
|
|
|
for (const auto& edge : taxiPathEdges_) {
|
|
|
|
|
adj[edge.fromNode].push_back(edge.toNode);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::unordered_map<uint32_t, uint32_t> parent;
|
|
|
|
|
std::deque<uint32_t> queue;
|
|
|
|
|
queue.push_back(startNode);
|
|
|
|
|
parent[startNode] = startNode;
|
|
|
|
|
|
|
|
|
|
bool found = false;
|
|
|
|
|
while (!queue.empty()) {
|
|
|
|
|
uint32_t cur = queue.front();
|
|
|
|
|
queue.pop_front();
|
|
|
|
|
if (cur == destNodeId) { found = true; break; }
|
|
|
|
|
for (uint32_t next : adj[cur]) {
|
|
|
|
|
if (parent.find(next) == parent.end()) {
|
|
|
|
|
parent[next] = cur;
|
|
|
|
|
queue.push_back(next);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!found) {
|
|
|
|
|
LOG_WARNING("No taxi path found from node ", startNode, " to ", destNodeId);
|
|
|
|
|
addSystemChatMessage("No flight path available to that destination.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::vector<uint32_t> path;
|
|
|
|
|
for (uint32_t n = destNodeId; n != startNode; n = parent[n]) {
|
|
|
|
|
path.push_back(n);
|
|
|
|
|
}
|
|
|
|
|
path.push_back(startNode);
|
|
|
|
|
std::reverse(path.begin(), path.end());
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Taxi path: ", path.size(), " nodes, from ", startNode, " to ", destNodeId);
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Taxi activate: npc=0x", std::hex, taxiNpcGuid_, std::dec,
|
|
|
|
|
" start=", startNode, " dest=", destNodeId, " pathLen=", path.size());
|
|
|
|
|
if (!path.empty()) {
|
|
|
|
|
std::string pathStr;
|
|
|
|
|
for (size_t i = 0; i < path.size(); i++) {
|
|
|
|
|
pathStr += std::to_string(path[i]);
|
|
|
|
|
if (i + 1 < path.size()) pathStr += "->";
|
|
|
|
|
}
|
|
|
|
|
LOG_INFO("Taxi path nodes: ", pathStr);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto pkt = ActivateTaxiExpressPacket::build(taxiNpcGuid_, path);
|
2026-02-07 16:59:20 -08:00
|
|
|
socket->send(pkt);
|
2026-02-07 20:05:14 -08:00
|
|
|
|
|
|
|
|
// Fallback: some servers expect basic CMSG_ACTIVATETAXI.
|
|
|
|
|
auto basicPkt = ActivateTaxiPacket::build(taxiNpcGuid_, startNode, destNodeId);
|
|
|
|
|
socket->send(basicPkt);
|
2026-02-07 16:59:20 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ============================================================
|
2026-02-07 12:43:32 -08:00
|
|
|
// Server Info Command Handlers
|
|
|
|
|
// ============================================================
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleQueryTimeResponse(network::Packet& packet) {
|
|
|
|
|
QueryTimeResponseData data;
|
|
|
|
|
if (!QueryTimeResponseParser::parse(packet, data)) {
|
|
|
|
|
LOG_WARNING("Failed to parse SMSG_QUERY_TIME_RESPONSE");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Convert Unix timestamp to readable format
|
|
|
|
|
time_t serverTime = static_cast<time_t>(data.serverTime);
|
|
|
|
|
struct tm* timeInfo = localtime(&serverTime);
|
|
|
|
|
char timeStr[64];
|
|
|
|
|
strftime(timeStr, sizeof(timeStr), "%Y-%m-%d %H:%M:%S", timeInfo);
|
|
|
|
|
|
|
|
|
|
std::string msg = "Server time: " + std::string(timeStr);
|
|
|
|
|
addSystemChatMessage(msg);
|
|
|
|
|
LOG_INFO("Server time: ", data.serverTime, " (", timeStr, ")");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handlePlayedTime(network::Packet& packet) {
|
|
|
|
|
PlayedTimeData data;
|
|
|
|
|
if (!PlayedTimeParser::parse(packet, data)) {
|
|
|
|
|
LOG_WARNING("Failed to parse SMSG_PLAYED_TIME");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (data.triggerMessage) {
|
|
|
|
|
// Format total time played
|
|
|
|
|
uint32_t totalDays = data.totalTimePlayed / 86400;
|
|
|
|
|
uint32_t totalHours = (data.totalTimePlayed % 86400) / 3600;
|
|
|
|
|
uint32_t totalMinutes = (data.totalTimePlayed % 3600) / 60;
|
|
|
|
|
|
|
|
|
|
// Format level time played
|
|
|
|
|
uint32_t levelDays = data.levelTimePlayed / 86400;
|
|
|
|
|
uint32_t levelHours = (data.levelTimePlayed % 86400) / 3600;
|
|
|
|
|
uint32_t levelMinutes = (data.levelTimePlayed % 3600) / 60;
|
|
|
|
|
|
|
|
|
|
std::string totalMsg = "Total time played: ";
|
|
|
|
|
if (totalDays > 0) totalMsg += std::to_string(totalDays) + " days, ";
|
|
|
|
|
if (totalHours > 0 || totalDays > 0) totalMsg += std::to_string(totalHours) + " hours, ";
|
|
|
|
|
totalMsg += std::to_string(totalMinutes) + " minutes";
|
|
|
|
|
|
|
|
|
|
std::string levelMsg = "Time played this level: ";
|
|
|
|
|
if (levelDays > 0) levelMsg += std::to_string(levelDays) + " days, ";
|
|
|
|
|
if (levelHours > 0 || levelDays > 0) levelMsg += std::to_string(levelHours) + " hours, ";
|
|
|
|
|
levelMsg += std::to_string(levelMinutes) + " minutes";
|
|
|
|
|
|
|
|
|
|
addSystemChatMessage(totalMsg);
|
|
|
|
|
addSystemChatMessage(levelMsg);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Played time: total=", data.totalTimePlayed, "s, level=", data.levelTimePlayed, "s");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleWho(network::Packet& packet) {
|
|
|
|
|
// Parse WHO response
|
|
|
|
|
uint32_t displayCount = packet.readUInt32();
|
|
|
|
|
uint32_t onlineCount = packet.readUInt32();
|
|
|
|
|
|
|
|
|
|
LOG_INFO("WHO response: ", displayCount, " players displayed, ", onlineCount, " total online");
|
|
|
|
|
|
|
|
|
|
if (displayCount == 0) {
|
|
|
|
|
addSystemChatMessage("No players found.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
addSystemChatMessage(std::to_string(onlineCount) + " player(s) online:");
|
|
|
|
|
|
|
|
|
|
for (uint32_t i = 0; i < displayCount; ++i) {
|
|
|
|
|
std::string playerName = packet.readString();
|
|
|
|
|
std::string guildName = packet.readString();
|
|
|
|
|
uint32_t level = packet.readUInt32();
|
|
|
|
|
uint32_t classId = packet.readUInt32();
|
|
|
|
|
uint32_t raceId = packet.readUInt32();
|
|
|
|
|
packet.readUInt8(); // gender (unused)
|
|
|
|
|
packet.readUInt32(); // zoneId (unused)
|
|
|
|
|
|
|
|
|
|
std::string msg = " " + playerName;
|
|
|
|
|
if (!guildName.empty()) {
|
|
|
|
|
msg += " <" + guildName + ">";
|
|
|
|
|
}
|
|
|
|
|
msg += " - Level " + std::to_string(level);
|
|
|
|
|
|
|
|
|
|
addSystemChatMessage(msg);
|
|
|
|
|
LOG_INFO(" ", playerName, " (", guildName, ") Lv", level, " Class:", classId, " Race:", raceId);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
Add /roll and friend management commands
Roll Command:
- Add /roll, /random, /rnd commands for random number generation
- Support multiple formats: /roll, /roll 100, /roll 1-100, /roll 10 50
- Broadcasts rolls to party/raid with "[Name] rolls X (min-max)" format
- Cap max roll at 10,000 to prevent abuse
- Use MSG_RANDOM_ROLL (0x1FB) bidirectional opcode
Friend Commands:
- Add /friend add <name>, /addfriend <name> to add friends
- Add /friend remove <name>, /removefriend <name> to remove friends
- Support aliases: /delfriend, /remfriend
- Maintain local friends cache mapping names to GUIDs for lookups
- Display status messages for all friend actions:
- Friend added/removed confirmations
- Friend online/offline notifications
- Error messages (not found, already friends, list full, ignoring)
Social Opcodes:
- Add CMSG_ADD_FRIEND (0x69) and SMSG_FRIEND_STATUS (0x68)
- Add CMSG_DEL_FRIEND (0x6A) for friend removal
- Add CMSG_SET_CONTACT_NOTES (0x6B) for friend notes (future use)
- Add CMSG_ADD_IGNORE (0x6C) and CMSG_DEL_IGNORE (0x6D) (future use)
Implementation:
- Add RandomRollPacket builder and RandomRollParser for roll data
- Add AddFriendPacket and DelFriendPacket builders
- Add FriendStatusParser to handle server friend status updates
- Add friendsCache map to store friend name-to-GUID mappings
- Add handleRandomRoll() and handleFriendStatus() packet handlers
- Comprehensive slash command parsing with multiple formats and aliases
2026-02-07 12:51:30 -08:00
|
|
|
void GameHandler::handleFriendStatus(network::Packet& packet) {
|
|
|
|
|
FriendStatusData data;
|
|
|
|
|
if (!FriendStatusParser::parse(packet, data)) {
|
|
|
|
|
LOG_WARNING("Failed to parse SMSG_FRIEND_STATUS");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Look up player name from GUID
|
|
|
|
|
std::string playerName;
|
|
|
|
|
auto it = playerNameCache.find(data.guid);
|
|
|
|
|
if (it != playerNameCache.end()) {
|
|
|
|
|
playerName = it->second;
|
|
|
|
|
} else {
|
|
|
|
|
playerName = "Unknown";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Update friends cache
|
|
|
|
|
if (data.status == 1 || data.status == 2) { // Added or online
|
|
|
|
|
friendsCache[playerName] = data.guid;
|
|
|
|
|
} else if (data.status == 0) { // Removed
|
|
|
|
|
friendsCache.erase(playerName);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Status messages
|
|
|
|
|
switch (data.status) {
|
|
|
|
|
case 0:
|
|
|
|
|
addSystemChatMessage(playerName + " has been removed from your friends list.");
|
|
|
|
|
break;
|
|
|
|
|
case 1:
|
|
|
|
|
addSystemChatMessage(playerName + " has been added to your friends list.");
|
|
|
|
|
break;
|
|
|
|
|
case 2:
|
|
|
|
|
addSystemChatMessage(playerName + " is now online.");
|
|
|
|
|
break;
|
|
|
|
|
case 3:
|
|
|
|
|
addSystemChatMessage(playerName + " is now offline.");
|
|
|
|
|
break;
|
|
|
|
|
case 4:
|
|
|
|
|
addSystemChatMessage("Player not found.");
|
|
|
|
|
break;
|
|
|
|
|
case 5:
|
|
|
|
|
addSystemChatMessage(playerName + " is already in your friends list.");
|
|
|
|
|
break;
|
|
|
|
|
case 6:
|
|
|
|
|
addSystemChatMessage("Your friends list is full.");
|
|
|
|
|
break;
|
|
|
|
|
case 7:
|
|
|
|
|
addSystemChatMessage(playerName + " is ignoring you.");
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
LOG_INFO("Friend status: ", (int)data.status, " for ", playerName);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_INFO("Friend status update: ", playerName, " status=", (int)data.status);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleRandomRoll(network::Packet& packet) {
|
|
|
|
|
RandomRollData data;
|
|
|
|
|
if (!RandomRollParser::parse(packet, data)) {
|
|
|
|
|
LOG_WARNING("Failed to parse SMSG_RANDOM_ROLL");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Get roller name
|
|
|
|
|
std::string rollerName;
|
|
|
|
|
if (data.rollerGuid == playerGuid) {
|
|
|
|
|
rollerName = "You";
|
|
|
|
|
} else {
|
|
|
|
|
auto it = playerNameCache.find(data.rollerGuid);
|
|
|
|
|
if (it != playerNameCache.end()) {
|
|
|
|
|
rollerName = it->second;
|
|
|
|
|
} else {
|
|
|
|
|
rollerName = "Someone";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Build message
|
|
|
|
|
std::string msg = rollerName;
|
|
|
|
|
if (data.rollerGuid == playerGuid) {
|
|
|
|
|
msg += " roll ";
|
|
|
|
|
} else {
|
|
|
|
|
msg += " rolls ";
|
|
|
|
|
}
|
|
|
|
|
msg += std::to_string(data.result);
|
|
|
|
|
msg += " (" + std::to_string(data.minRoll) + "-" + std::to_string(data.maxRoll) + ")";
|
|
|
|
|
|
|
|
|
|
addSystemChatMessage(msg);
|
|
|
|
|
LOG_INFO("Random roll: ", rollerName, " rolled ", data.result, " (", data.minRoll, "-", data.maxRoll, ")");
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-07 12:58:11 -08:00
|
|
|
void GameHandler::handleLogoutResponse(network::Packet& packet) {
|
|
|
|
|
LogoutResponseData data;
|
|
|
|
|
if (!LogoutResponseParser::parse(packet, data)) {
|
|
|
|
|
LOG_WARNING("Failed to parse SMSG_LOGOUT_RESPONSE");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (data.result == 0) {
|
|
|
|
|
// Success - logout initiated
|
|
|
|
|
if (data.instant) {
|
|
|
|
|
addSystemChatMessage("Logging out...");
|
|
|
|
|
} else {
|
|
|
|
|
addSystemChatMessage("Logging out in 20 seconds...");
|
|
|
|
|
}
|
|
|
|
|
LOG_INFO("Logout response: success, instant=", (int)data.instant);
|
|
|
|
|
} else {
|
|
|
|
|
// Failure
|
|
|
|
|
addSystemChatMessage("Cannot logout right now.");
|
|
|
|
|
loggingOut_ = false;
|
|
|
|
|
LOG_WARNING("Logout failed, result=", data.result);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::handleLogoutComplete(network::Packet& /*packet*/) {
|
|
|
|
|
addSystemChatMessage("Logout complete.");
|
|
|
|
|
loggingOut_ = false;
|
|
|
|
|
LOG_INFO("Logout complete");
|
|
|
|
|
// Server will disconnect us
|
|
|
|
|
}
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
uint32_t GameHandler::generateClientSeed() {
|
|
|
|
|
// Generate cryptographically random seed
|
|
|
|
|
std::random_device rd;
|
|
|
|
|
std::mt19937 gen(rd());
|
|
|
|
|
std::uniform_int_distribution<uint32_t> dis(1, 0xFFFFFFFF);
|
|
|
|
|
return dis(gen);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::setState(WorldState newState) {
|
|
|
|
|
if (state != newState) {
|
|
|
|
|
LOG_DEBUG("World state: ", (int)state, " -> ", (int)newState);
|
|
|
|
|
state = newState;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::fail(const std::string& reason) {
|
|
|
|
|
LOG_ERROR("World connection failed: ", reason);
|
|
|
|
|
setState(WorldState::FAILED);
|
|
|
|
|
|
|
|
|
|
if (onFailure) {
|
|
|
|
|
onFailure(reason);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
Fix camera orbit, deselect, chat formatting, loot/vendor bugs, critter hostility, and character screen
Smooth idle camera orbit without jump at loop boundary, click empty space to
deselect target, auto-target when attacked, fix critter hostility so neutral
factions aren't flagged red, add armor/stats to item templates, fix loot
iterator invalidation, show item template names as fallback, position drop
confirmation at cursor, remove [SYSTEM] chat prefix, show NPC names in monster
say/yell, and prevent auto-login on character select screen.
2026-02-06 16:40:44 -08:00
|
|
|
|
2026-02-07 14:21:50 -08:00
|
|
|
// ============================================================
|
|
|
|
|
// Player Skills
|
|
|
|
|
// ============================================================
|
|
|
|
|
|
|
|
|
|
static const std::string kEmptySkillName;
|
|
|
|
|
|
|
|
|
|
const std::string& GameHandler::getSkillName(uint32_t skillId) const {
|
|
|
|
|
auto it = skillLineNames_.find(skillId);
|
|
|
|
|
return (it != skillLineNames_.end()) ? it->second : kEmptySkillName;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uint32_t GameHandler::getSkillCategory(uint32_t skillId) const {
|
|
|
|
|
auto it = skillLineCategories_.find(skillId);
|
|
|
|
|
return (it != skillLineCategories_.end()) ? it->second : 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::loadSkillLineDbc() {
|
|
|
|
|
if (skillLineDbcLoaded_) return;
|
|
|
|
|
skillLineDbcLoaded_ = true;
|
|
|
|
|
|
|
|
|
|
auto* am = core::Application::getInstance().getAssetManager();
|
|
|
|
|
if (!am || !am->isInitialized()) return;
|
|
|
|
|
|
|
|
|
|
auto dbc = am->loadDBC("SkillLine.dbc");
|
|
|
|
|
if (!dbc || !dbc->isLoaded()) {
|
|
|
|
|
LOG_WARNING("GameHandler: Could not load SkillLine.dbc");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (uint32_t i = 0; i < dbc->getRecordCount(); i++) {
|
|
|
|
|
uint32_t id = dbc->getUInt32(i, 0);
|
|
|
|
|
uint32_t category = dbc->getUInt32(i, 1);
|
|
|
|
|
std::string name = dbc->getString(i, 3);
|
|
|
|
|
if (id > 0 && !name.empty()) {
|
|
|
|
|
skillLineNames_[id] = name;
|
|
|
|
|
skillLineCategories_[id] = category;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
LOG_INFO("GameHandler: Loaded ", skillLineNames_.size(), " skill line names");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::extractSkillFields(const std::map<uint16_t, uint32_t>& fields) {
|
|
|
|
|
loadSkillLineDbc();
|
|
|
|
|
|
|
|
|
|
// PLAYER_SKILL_INFO_1_1 = field 636, 128 slots x 3 fields each (636..1019)
|
|
|
|
|
static constexpr uint16_t PLAYER_SKILL_INFO_START = 636;
|
|
|
|
|
static constexpr int MAX_SKILL_SLOTS = 128;
|
|
|
|
|
|
|
|
|
|
std::map<uint32_t, PlayerSkill> newSkills;
|
|
|
|
|
|
|
|
|
|
for (int slot = 0; slot < MAX_SKILL_SLOTS; slot++) {
|
|
|
|
|
uint16_t baseField = PLAYER_SKILL_INFO_START + slot * 3;
|
|
|
|
|
|
|
|
|
|
auto idIt = fields.find(baseField);
|
|
|
|
|
if (idIt == fields.end()) continue;
|
|
|
|
|
|
|
|
|
|
uint32_t raw0 = idIt->second;
|
|
|
|
|
uint16_t skillId = raw0 & 0xFFFF;
|
|
|
|
|
if (skillId == 0) continue;
|
|
|
|
|
|
|
|
|
|
auto valIt = fields.find(baseField + 1);
|
|
|
|
|
if (valIt == fields.end()) continue;
|
|
|
|
|
|
|
|
|
|
uint32_t raw1 = valIt->second;
|
|
|
|
|
uint16_t value = raw1 & 0xFFFF;
|
|
|
|
|
uint16_t maxValue = (raw1 >> 16) & 0xFFFF;
|
|
|
|
|
|
|
|
|
|
PlayerSkill skill;
|
|
|
|
|
skill.skillId = skillId;
|
|
|
|
|
skill.value = value;
|
|
|
|
|
skill.maxValue = maxValue;
|
|
|
|
|
newSkills[skillId] = skill;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Detect increases and emit chat messages
|
|
|
|
|
for (const auto& [skillId, skill] : newSkills) {
|
|
|
|
|
if (skill.value == 0) continue;
|
|
|
|
|
auto oldIt = playerSkills_.find(skillId);
|
|
|
|
|
if (oldIt != playerSkills_.end() && skill.value > oldIt->second.value) {
|
|
|
|
|
const std::string& name = getSkillName(skillId);
|
|
|
|
|
std::string skillName = name.empty() ? ("Skill #" + std::to_string(skillId)) : name;
|
|
|
|
|
addSystemChatMessage("Your skill in " + skillName + " has increased to " + std::to_string(skill.value) + ".");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
playerSkills_ = std::move(newSkills);
|
|
|
|
|
}
|
|
|
|
|
|
Fix vendor buying, improve character select, parallelize WMO culling, and optimize collision
- Fix CMSG_BUY_ITEM count field from uint8 to uint32 (server silently dropped undersized packets)
- Character select screen: remember last selected character, two-column layout with details panel, double-click to enter world, responsive window sizing
- Fix stale character data between logins by replacing static init flag with per-character GUID tracking
- Parallelize WMO visibility culling across worker threads (same pattern as M2 renderer)
- Optimize WMO collision queries with world-space group bounds early rejection in getFloorHeight, checkWallCollision, isInsideWMO, and raycastBoundingBoxes
- Reduce camera ground samples from 5 to 3 movement-aligned probes
- Add WMO interior lighting, unlit materials, vertex color multiply, and alpha blending support
2026-02-07 15:29:19 -08:00
|
|
|
std::string GameHandler::getCharacterConfigDir() {
|
|
|
|
|
std::string dir;
|
|
|
|
|
#ifdef _WIN32
|
|
|
|
|
const char* appdata = std::getenv("APPDATA");
|
|
|
|
|
dir = appdata ? std::string(appdata) + "\\wowee\\characters" : "characters";
|
|
|
|
|
#else
|
|
|
|
|
const char* home = std::getenv("HOME");
|
|
|
|
|
dir = home ? std::string(home) + "/.wowee/characters" : "characters";
|
|
|
|
|
#endif
|
|
|
|
|
return dir;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::saveCharacterConfig() {
|
|
|
|
|
const Character* ch = getActiveCharacter();
|
|
|
|
|
if (!ch || ch->name.empty()) return;
|
|
|
|
|
|
|
|
|
|
std::string dir = getCharacterConfigDir();
|
|
|
|
|
std::error_code ec;
|
|
|
|
|
std::filesystem::create_directories(dir, ec);
|
|
|
|
|
|
|
|
|
|
std::string path = dir + "/" + ch->name + ".cfg";
|
|
|
|
|
std::ofstream out(path);
|
|
|
|
|
if (!out.is_open()) {
|
|
|
|
|
LOG_WARNING("Could not save character config to ", path);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
out << "character_guid=" << playerGuid << "\n";
|
|
|
|
|
for (int i = 0; i < ACTION_BAR_SLOTS; i++) {
|
|
|
|
|
out << "action_bar_" << i << "_type=" << static_cast<int>(actionBar[i].type) << "\n";
|
|
|
|
|
out << "action_bar_" << i << "_id=" << actionBar[i].id << "\n";
|
|
|
|
|
}
|
|
|
|
|
LOG_INFO("Character config saved to ", path);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameHandler::loadCharacterConfig() {
|
|
|
|
|
const Character* ch = getActiveCharacter();
|
|
|
|
|
if (!ch || ch->name.empty()) return;
|
|
|
|
|
|
|
|
|
|
std::string path = getCharacterConfigDir() + "/" + ch->name + ".cfg";
|
|
|
|
|
std::ifstream in(path);
|
|
|
|
|
if (!in.is_open()) return;
|
|
|
|
|
|
|
|
|
|
uint64_t savedGuid = 0;
|
|
|
|
|
std::array<int, ACTION_BAR_SLOTS> types{};
|
|
|
|
|
std::array<uint32_t, ACTION_BAR_SLOTS> ids{};
|
|
|
|
|
bool hasSlots = false;
|
|
|
|
|
|
|
|
|
|
std::string line;
|
|
|
|
|
while (std::getline(in, line)) {
|
|
|
|
|
size_t eq = line.find('=');
|
|
|
|
|
if (eq == std::string::npos) continue;
|
|
|
|
|
std::string key = line.substr(0, eq);
|
|
|
|
|
std::string val = line.substr(eq + 1);
|
|
|
|
|
|
|
|
|
|
if (key == "character_guid") {
|
|
|
|
|
try { savedGuid = std::stoull(val); } catch (...) {}
|
|
|
|
|
} else if (key.rfind("action_bar_", 0) == 0) {
|
|
|
|
|
// Parse action_bar_N_type or action_bar_N_id
|
|
|
|
|
size_t firstUnderscore = 11; // length of "action_bar_"
|
|
|
|
|
size_t secondUnderscore = key.find('_', firstUnderscore);
|
|
|
|
|
if (secondUnderscore == std::string::npos) continue;
|
|
|
|
|
int slot = -1;
|
|
|
|
|
try { slot = std::stoi(key.substr(firstUnderscore, secondUnderscore - firstUnderscore)); } catch (...) { continue; }
|
|
|
|
|
if (slot < 0 || slot >= ACTION_BAR_SLOTS) continue;
|
|
|
|
|
std::string suffix = key.substr(secondUnderscore + 1);
|
|
|
|
|
try {
|
|
|
|
|
if (suffix == "type") {
|
|
|
|
|
types[slot] = std::stoi(val);
|
|
|
|
|
hasSlots = true;
|
|
|
|
|
} else if (suffix == "id") {
|
|
|
|
|
ids[slot] = static_cast<uint32_t>(std::stoul(val));
|
|
|
|
|
hasSlots = true;
|
|
|
|
|
}
|
|
|
|
|
} catch (...) {}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Validate guid matches current character
|
|
|
|
|
if (savedGuid != 0 && savedGuid != playerGuid) {
|
|
|
|
|
LOG_WARNING("Character config guid mismatch for ", ch->name, ", using defaults");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (hasSlots) {
|
|
|
|
|
for (int i = 0; i < ACTION_BAR_SLOTS; i++) {
|
|
|
|
|
actionBar[i].type = static_cast<ActionBarSlot::Type>(types[i]);
|
|
|
|
|
actionBar[i].id = ids[i];
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}
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LOG_INFO("Character config loaded from ", path);
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}
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}
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2026-02-02 12:24:50 -08:00
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} // namespace game
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} // namespace wowee
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