Kelsidavis-WoWee/src/game/game_handler.cpp

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#include "game/game_handler.hpp"
#include "game/opcodes.hpp"
#include "network/world_socket.hpp"
#include "network/packet.hpp"
#include "core/coordinates.hpp"
#include "core/application.hpp"
#include "pipeline/asset_manager.hpp"
#include "pipeline/dbc_loader.hpp"
#include "core/logger.hpp"
#include <algorithm>
#include <cmath>
#include <cctype>
#include <ctime>
#include <random>
#include <chrono>
#include <filesystem>
#include <fstream>
#include <sstream>
#include <unordered_map>
#include <functional>
#include <cstdlib>
#include <zlib.h>
namespace wowee {
namespace game {
GameHandler::GameHandler() {
LOG_DEBUG("GameHandler created");
// Default spells always available
knownSpells.push_back(6603); // Attack
knownSpells.push_back(8690); // Hearthstone
// Default action bar layout
actionBar[0].type = ActionBarSlot::SPELL;
actionBar[0].id = 6603; // Attack in slot 1
actionBar[11].type = ActionBarSlot::SPELL;
actionBar[11].id = 8690; // Hearthstone in slot 12
}
GameHandler::~GameHandler() {
disconnect();
}
bool GameHandler::connect(const std::string& host,
uint16_t port,
const std::vector<uint8_t>& sessionKey,
const std::string& accountName,
uint32_t build) {
if (sessionKey.size() != 40) {
LOG_ERROR("Invalid session key size: ", sessionKey.size(), " (expected 40)");
fail("Invalid session key");
return false;
}
LOG_INFO("========================================");
LOG_INFO(" CONNECTING TO WORLD SERVER");
LOG_INFO("========================================");
LOG_INFO("Host: ", host);
LOG_INFO("Port: ", port);
LOG_INFO("Account: ", accountName);
LOG_INFO("Build: ", build);
// Store authentication data
this->sessionKey = sessionKey;
this->accountName = accountName;
this->build = build;
// Generate random client seed
this->clientSeed = generateClientSeed();
LOG_DEBUG("Generated client seed: 0x", std::hex, clientSeed, std::dec);
// Create world socket
socket = std::make_unique<network::WorldSocket>();
// Set up packet callback
socket->setPacketCallback([this](const network::Packet& packet) {
network::Packet mutablePacket = packet;
handlePacket(mutablePacket);
});
// Connect to world server
setState(WorldState::CONNECTING);
if (!socket->connect(host, port)) {
LOG_ERROR("Failed to connect to world server");
fail("Connection failed");
return false;
}
setState(WorldState::CONNECTED);
LOG_INFO("Connected to world server, waiting for SMSG_AUTH_CHALLENGE...");
return true;
}
void GameHandler::disconnect() {
if (onTaxiFlight_) {
taxiRecoverPending_ = true;
} else {
taxiRecoverPending_ = false;
}
if (socket) {
socket->disconnect();
socket.reset();
}
activeCharacterGuid_ = 0;
playerNameCache.clear();
pendingNameQueries.clear();
setState(WorldState::DISCONNECTED);
LOG_INFO("Disconnected from world server");
}
bool GameHandler::isConnected() const {
return socket && socket->isConnected();
}
void GameHandler::update(float deltaTime) {
// Fire deferred char-create callback (outside ImGui render)
if (pendingCharCreateResult_) {
pendingCharCreateResult_ = false;
if (charCreateCallback_) {
charCreateCallback_(pendingCharCreateSuccess_, pendingCharCreateMsg_);
}
}
if (!socket) {
return;
}
// Update socket (processes incoming data and triggers callbacks)
if (socket) {
socket->update();
}
// Validate target still exists
if (targetGuid != 0 && !entityManager.hasEntity(targetGuid)) {
clearTarget();
}
// Send periodic heartbeat if in world
if (state == WorldState::IN_WORLD) {
timeSinceLastPing += deltaTime;
if (timeSinceLastPing >= pingInterval) {
if (socket) {
sendPing();
}
timeSinceLastPing = 0.0f;
}
// Update cast timer (Phase 3)
if (casting && castTimeRemaining > 0.0f) {
castTimeRemaining -= deltaTime;
if (castTimeRemaining <= 0.0f) {
casting = false;
currentCastSpellId = 0;
castTimeRemaining = 0.0f;
}
}
// Update spell cooldowns (Phase 3)
for (auto it = spellCooldowns.begin(); it != spellCooldowns.end(); ) {
it->second -= deltaTime;
if (it->second <= 0.0f) {
it = spellCooldowns.erase(it);
} else {
++it;
}
}
// Update action bar cooldowns
for (auto& slot : actionBar) {
if (slot.cooldownRemaining > 0.0f) {
slot.cooldownRemaining -= deltaTime;
if (slot.cooldownRemaining < 0.0f) slot.cooldownRemaining = 0.0f;
}
}
// Update combat text (Phase 2)
updateCombatText(deltaTime);
// Update taxi landing cooldown
if (taxiLandingCooldown_ > 0.0f) {
taxiLandingCooldown_ -= deltaTime;
}
// Detect taxi flight landing: UNIT_FLAG_TAXI_FLIGHT (0x00000100) cleared
if (onTaxiFlight_) {
updateClientTaxi(deltaTime);
if (!taxiMountActive_ && !taxiClientActive_ && taxiClientPath_.empty()) {
onTaxiFlight_ = false;
LOG_INFO("Cleared stale taxi state in update");
}
auto playerEntity = entityManager.getEntity(playerGuid);
if (playerEntity && playerEntity->getType() == ObjectType::UNIT) {
auto unit = std::static_pointer_cast<Unit>(playerEntity);
if ((unit->getUnitFlags() & 0x00000100) == 0) {
onTaxiFlight_ = false;
taxiLandingCooldown_ = 2.0f; // 2 second cooldown to prevent re-entering
if (taxiMountActive_ && mountCallback_) {
mountCallback_(0);
}
taxiMountActive_ = false;
taxiMountDisplayId_ = 0;
currentMountDisplayId_ = 0;
taxiClientActive_ = false;
taxiClientPath_.clear();
taxiRecoverPending_ = false;
movementInfo.flags = 0;
movementInfo.flags2 = 0;
if (socket) {
sendMovement(Opcode::CMSG_MOVE_STOP);
sendMovement(Opcode::CMSG_MOVE_HEARTBEAT);
}
LOG_INFO("Taxi flight landed");
}
}
}
// Safety: if taxi flight ended but mount is still active, force dismount.
if (!onTaxiFlight_ && taxiMountActive_) {
if (mountCallback_) mountCallback_(0);
taxiMountActive_ = false;
taxiMountDisplayId_ = 0;
currentMountDisplayId_ = 0;
movementInfo.flags = 0;
movementInfo.flags2 = 0;
if (socket) {
sendMovement(Opcode::CMSG_MOVE_STOP);
sendMovement(Opcode::CMSG_MOVE_HEARTBEAT);
}
LOG_INFO("Taxi dismount cleanup");
}
if (taxiRecoverPending_ && state == WorldState::IN_WORLD) {
auto playerEntity = entityManager.getEntity(playerGuid);
if (playerEntity) {
playerEntity->setPosition(taxiRecoverPos_.x, taxiRecoverPos_.y,
taxiRecoverPos_.z, movementInfo.orientation);
movementInfo.x = taxiRecoverPos_.x;
movementInfo.y = taxiRecoverPos_.y;
movementInfo.z = taxiRecoverPos_.z;
if (socket) {
sendMovement(Opcode::CMSG_MOVE_HEARTBEAT);
}
taxiRecoverPending_ = false;
LOG_INFO("Taxi recovery applied");
}
}
if (taxiActivatePending_) {
taxiActivateTimer_ += deltaTime;
if (!onTaxiFlight_ && taxiActivateTimer_ > 5.0f) {
taxiActivatePending_ = false;
taxiActivateTimer_ = 0.0f;
if (taxiMountActive_ && mountCallback_) {
mountCallback_(0);
}
taxiMountActive_ = false;
taxiMountDisplayId_ = 0;
taxiClientActive_ = false;
taxiClientPath_.clear();
onTaxiFlight_ = false;
LOG_WARNING("Taxi activation timed out");
}
}
// Mounting delay for taxi (terrain + M2 model precache time)
if (taxiMountingDelay_) {
taxiMountingTimer_ += deltaTime;
// 5 second delay for terrain and M2 models to load and upload to VRAM
if (taxiMountingTimer_ >= 5.0f) {
taxiMountingDelay_ = false;
taxiMountingTimer_ = 0.0f;
// Upload all precached tiles to GPU before flight starts
if (taxiFlightStartCallback_) {
taxiFlightStartCallback_();
}
if (!taxiPendingPath_.empty()) {
startClientTaxiPath(taxiPendingPath_);
taxiPendingPath_.clear();
}
}
}
// Leave combat if auto-attack target is too far away (leash range)
if (autoAttacking && autoAttackTarget != 0) {
auto targetEntity = entityManager.getEntity(autoAttackTarget);
if (targetEntity) {
float dx = movementInfo.x - targetEntity->getX();
float dy = movementInfo.y - targetEntity->getY();
float dist = std::sqrt(dx * dx + dy * dy);
if (dist > 40.0f) {
stopAutoAttack();
LOG_INFO("Left combat: target too far (", dist, " yards)");
}
}
}
// Close vendor/gossip/taxi window if player walks too far from NPC
if (vendorWindowOpen && currentVendorItems.vendorGuid != 0) {
auto npc = entityManager.getEntity(currentVendorItems.vendorGuid);
if (npc) {
float dx = movementInfo.x - npc->getX();
float dy = movementInfo.y - npc->getY();
float dist = std::sqrt(dx * dx + dy * dy);
if (dist > 15.0f) {
closeVendor();
LOG_INFO("Vendor closed: walked too far from NPC");
}
}
}
if (gossipWindowOpen && currentGossip.npcGuid != 0) {
auto npc = entityManager.getEntity(currentGossip.npcGuid);
if (npc) {
float dx = movementInfo.x - npc->getX();
float dy = movementInfo.y - npc->getY();
float dist = std::sqrt(dx * dx + dy * dy);
if (dist > 15.0f) {
closeGossip();
LOG_INFO("Gossip closed: walked too far from NPC");
}
}
}
if (taxiWindowOpen_ && taxiNpcGuid_ != 0) {
auto npc = entityManager.getEntity(taxiNpcGuid_);
if (npc) {
float dx = movementInfo.x - npc->getX();
float dy = movementInfo.y - npc->getY();
float dist = std::sqrt(dx * dx + dy * dy);
if (dist > 15.0f) {
closeTaxi();
LOG_INFO("Taxi window closed: walked too far from NPC");
}
}
}
if (trainerWindowOpen_ && currentTrainerList_.trainerGuid != 0) {
auto npc = entityManager.getEntity(currentTrainerList_.trainerGuid);
if (npc) {
float dx = movementInfo.x - npc->getX();
float dy = movementInfo.y - npc->getY();
float dist = std::sqrt(dx * dx + dy * dy);
if (dist > 15.0f) {
closeTrainer();
LOG_INFO("Trainer closed: walked too far from NPC");
}
}
}
// Update entity movement interpolation (keeps targeting in sync with visuals)
for (auto& [guid, entity] : entityManager.getEntities()) {
entity->updateMovement(deltaTime);
}
}
}
void GameHandler::handlePacket(network::Packet& packet) {
if (packet.getSize() < 1) {
LOG_WARNING("Received empty packet");
return;
}
uint16_t opcode = packet.getOpcode();
LOG_DEBUG("Received world packet: opcode=0x", std::hex, opcode, std::dec,
" size=", packet.getSize(), " bytes");
// Route packet based on opcode
Opcode opcodeEnum = static_cast<Opcode>(opcode);
switch (opcodeEnum) {
case Opcode::SMSG_AUTH_CHALLENGE:
if (state == WorldState::CONNECTED) {
handleAuthChallenge(packet);
} else {
LOG_WARNING("Unexpected SMSG_AUTH_CHALLENGE in state: ", (int)state);
}
break;
case Opcode::SMSG_AUTH_RESPONSE:
if (state == WorldState::AUTH_SENT) {
handleAuthResponse(packet);
} else {
LOG_WARNING("Unexpected SMSG_AUTH_RESPONSE in state: ", (int)state);
}
break;
case Opcode::SMSG_CHAR_CREATE:
handleCharCreateResponse(packet);
break;
case Opcode::SMSG_CHAR_DELETE: {
uint8_t result = packet.readUInt8();
lastCharDeleteResult_ = result;
bool success = (result == 0x00 || result == 0x47); // Common success codes
LOG_INFO("SMSG_CHAR_DELETE result: ", (int)result, success ? " (success)" : " (failed)");
requestCharacterList();
if (charDeleteCallback_) charDeleteCallback_(success);
break;
}
case Opcode::SMSG_CHAR_ENUM:
if (state == WorldState::CHAR_LIST_REQUESTED) {
handleCharEnum(packet);
} else {
LOG_WARNING("Unexpected SMSG_CHAR_ENUM in state: ", (int)state);
}
break;
case Opcode::SMSG_LOGIN_VERIFY_WORLD:
if (state == WorldState::ENTERING_WORLD || state == WorldState::IN_WORLD) {
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:
LOG_INFO("Received SMSG_UPDATE_OBJECT, state=", static_cast<int>(state), " size=", packet.getSize());
// Can be received after entering world
if (state == WorldState::IN_WORLD) {
handleUpdateObject(packet);
}
break;
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;
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;
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;
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;
case Opcode::SMSG_LOGOUT_RESPONSE:
handleLogoutResponse(packet);
break;
case Opcode::SMSG_LOGOUT_COMPLETE:
handleLogoutComplete(packet);
break;
// ---- Phase 1: Foundation ----
case Opcode::SMSG_NAME_QUERY_RESPONSE:
handleNameQueryResponse(packet);
break;
case Opcode::SMSG_CREATURE_QUERY_RESPONSE:
handleCreatureQueryResponse(packet);
break;
case Opcode::SMSG_ITEM_QUERY_SINGLE_RESPONSE:
handleItemQueryResponse(packet);
break;
// ---- XP ----
case Opcode::SMSG_LOG_XPGAIN:
handleXpGain(packet);
break;
// ---- Creature Movement ----
case Opcode::SMSG_MONSTER_MOVE:
handleMonsterMove(packet);
break;
// ---- Speed Changes ----
case Opcode::SMSG_FORCE_RUN_SPEED_CHANGE:
handleForceRunSpeedChange(packet);
break;
// ---- 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;
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case Opcode::SMSG_BINDPOINTUPDATE: {
BindPointUpdateData data;
if (BindPointUpdateParser::parse(packet, data)) {
LOG_INFO("Bindpoint updated: mapId=", data.mapId,
" pos=(", data.x, ", ", data.y, ", ", data.z, ")");
glm::vec3 canonical = core::coords::serverToCanonical(
glm::vec3(data.x, data.y, data.z));
hasHomeBind_ = true;
homeBindMapId_ = data.mapId;
homeBindPos_ = canonical;
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if (bindPointCallback_) {
bindPointCallback_(data.mapId, canonical.x, canonical.y, canonical.z);
}
addSystemChatMessage("Your home has been set.");
} else {
LOG_WARNING("Failed to parse SMSG_BINDPOINTUPDATE");
}
break;
}
case Opcode::SMSG_GOSSIP_COMPLETE:
handleGossipComplete(packet);
break;
case Opcode::SMSG_SPIRIT_HEALER_CONFIRM: {
if (packet.getSize() - packet.getReadPos() < 8) {
LOG_WARNING("SMSG_SPIRIT_HEALER_CONFIRM too short");
break;
}
uint64_t npcGuid = packet.readUInt64();
LOG_INFO("Spirit healer confirm from 0x", std::hex, npcGuid, std::dec);
if (npcGuid) {
resurrectCasterGuid_ = npcGuid;
resurrectRequestPending_ = true;
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}
break;
}
case Opcode::SMSG_RESURRECT_REQUEST: {
if (packet.getSize() - packet.getReadPos() < 8) {
LOG_WARNING("SMSG_RESURRECT_REQUEST too short");
2026-02-07 21:47:14 -08:00
break;
}
uint64_t casterGuid = packet.readUInt64();
LOG_INFO("Resurrect request from 0x", std::hex, casterGuid, std::dec);
if (casterGuid) {
resurrectCasterGuid_ = casterGuid;
resurrectRequestPending_ = true;
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}
break;
}
case Opcode::SMSG_RESURRECT_CANCEL: {
if (packet.getSize() - packet.getReadPos() < 4) {
LOG_WARNING("SMSG_RESURRECT_CANCEL too short");
break;
}
uint32_t reason = packet.readUInt32();
LOG_INFO("Resurrect cancel reason: ", reason);
resurrectPending_ = false;
resurrectRequestPending_ = false;
break;
}
case Opcode::SMSG_LIST_INVENTORY:
handleListInventory(packet);
break;
case Opcode::SMSG_TRAINER_LIST:
handleTrainerList(packet);
break;
case Opcode::SMSG_TRAINER_BUY_SUCCEEDED: {
uint64_t guid = packet.readUInt64();
uint32_t spellId = packet.readUInt32();
(void)guid;
const std::string& name = getSpellName(spellId);
if (!name.empty())
addSystemChatMessage("You have learned " + name + ".");
else
addSystemChatMessage("Spell learned.");
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:
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;
}
case Opcode::SMSG_LOOT_CLEAR_MONEY:
case Opcode::SMSG_NPC_TEXT_UPDATE:
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);
// InventoryResult enum (AzerothCore 3.3.5a)
const char* errMsg = nullptr;
switch (error) {
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;
}
std::string msg = errMsg ? errMsg : "Inventory error (" + std::to_string(error) + ").";
addSystemChatMessage(msg);
}
}
break;
}
case Opcode::SMSG_BUY_FAILED:
case Opcode::MSG_RAID_TARGET_UPDATE:
break;
case Opcode::SMSG_GAMEOBJECT_QUERY_RESPONSE:
handleGameObjectQueryResponse(packet);
break;
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;
}
case Opcode::SMSG_QUESTGIVER_QUEST_DETAILS:
handleQuestDetails(packet);
break;
case Opcode::SMSG_QUESTGIVER_QUEST_COMPLETE: {
// Mark quest as complete in local log
if (packet.getSize() - packet.getReadPos() >= 4) {
uint32_t questId = packet.readUInt32();
for (auto it = questLog_.begin(); it != questLog_.end(); ++it) {
if (it->questId == questId) {
questLog_.erase(it);
break;
}
}
}
// 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);
}
}
}
break;
}
case Opcode::SMSG_QUESTGIVER_REQUEST_ITEMS:
handleQuestRequestItems(packet);
break;
case Opcode::SMSG_QUESTGIVER_OFFER_REWARD:
handleQuestOfferReward(packet);
break;
case Opcode::SMSG_GROUP_SET_LEADER:
LOG_DEBUG("Ignoring known opcode: 0x", std::hex, opcode, std::dec);
break;
// ---- Teleport / Transfer ----
case Opcode::MSG_MOVE_TELEPORT_ACK:
handleTeleportAck(packet);
break;
case Opcode::SMSG_TRANSFER_PENDING: {
// SMSG_TRANSFER_PENDING: uint32 mapId, then optional transport data
uint32_t pendingMapId = packet.readUInt32();
LOG_INFO("SMSG_TRANSFER_PENDING: mapId=", pendingMapId);
// Optional: if remaining data, there's a transport entry + mapId
if (packet.getReadPos() + 8 <= packet.getSize()) {
uint32_t transportEntry = packet.readUInt32();
uint32_t transportMapId = packet.readUInt32();
LOG_INFO(" Transport entry=", transportEntry, " transportMapId=", transportMapId);
}
break;
}
case Opcode::SMSG_NEW_WORLD:
handleNewWorld(packet);
break;
case Opcode::SMSG_TRANSFER_ABORTED: {
uint32_t mapId = packet.readUInt32();
uint8_t reason = (packet.getReadPos() < packet.getSize()) ? packet.readUInt8() : 0;
LOG_WARNING("SMSG_TRANSFER_ABORTED: mapId=", mapId, " reason=", (int)reason);
addSystemChatMessage("Transfer aborted.");
break;
}
// ---- Taxi / Flight Paths ----
case Opcode::SMSG_SHOWTAXINODES:
handleShowTaxiNodes(packet);
break;
case Opcode::SMSG_ACTIVATETAXIREPLY:
case Opcode::SMSG_ACTIVATETAXIREPLY_ALT:
handleActivateTaxiReply(packet);
break;
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;
// ---- Arena / Battleground ----
case Opcode::SMSG_BATTLEFIELD_STATUS:
handleBattlefieldStatus(packet);
break;
case Opcode::SMSG_BATTLEFIELD_LIST:
LOG_INFO("Received SMSG_BATTLEFIELD_LIST");
break;
case Opcode::SMSG_BATTLEFIELD_PORT_DENIED:
addSystemChatMessage("Battlefield port denied.");
break;
case Opcode::SMSG_REMOVED_FROM_PVP_QUEUE:
addSystemChatMessage("You have been removed from the PvP queue.");
break;
case Opcode::SMSG_GROUP_JOINED_BATTLEGROUND:
addSystemChatMessage("Your group has joined the battleground.");
break;
case Opcode::SMSG_JOINED_BATTLEGROUND_QUEUE:
addSystemChatMessage("You have joined the battleground queue.");
break;
case Opcode::SMSG_BATTLEGROUND_PLAYER_JOINED:
LOG_INFO("Battleground player joined");
break;
case Opcode::SMSG_BATTLEGROUND_PLAYER_LEFT:
LOG_INFO("Battleground player left");
break;
case Opcode::SMSG_ARENA_TEAM_COMMAND_RESULT:
handleArenaTeamCommandResult(packet);
break;
case Opcode::SMSG_ARENA_TEAM_QUERY_RESPONSE:
handleArenaTeamQueryResponse(packet);
break;
case Opcode::SMSG_ARENA_TEAM_ROSTER:
LOG_INFO("Received SMSG_ARENA_TEAM_ROSTER");
break;
case Opcode::SMSG_ARENA_TEAM_INVITE:
handleArenaTeamInvite(packet);
break;
case Opcode::SMSG_ARENA_TEAM_EVENT:
handleArenaTeamEvent(packet);
break;
case Opcode::SMSG_ARENA_TEAM_STATS:
LOG_INFO("Received SMSG_ARENA_TEAM_STATS");
break;
case Opcode::SMSG_ARENA_ERROR:
handleArenaError(packet);
break;
case Opcode::MSG_PVP_LOG_DATA:
LOG_INFO("Received MSG_PVP_LOG_DATA");
break;
case Opcode::MSG_INSPECT_ARENA_TEAMS:
LOG_INFO("Received MSG_INSPECT_ARENA_TEAMS");
break;
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");
// Send packet (unencrypted - this is the last unencrypted packet)
socket->send(packet);
// 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");
socket->initEncryption(sessionKey);
setState(WorldState::AUTH_SENT);
LOG_INFO("CMSG_AUTH_SESSION sent, encryption enabled, waiting for AUTH_RESPONSE...");
}
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;
}
// Encryption was already enabled after sending AUTH_SESSION
LOG_INFO("AUTH_RESPONSE OK - world authentication successful");
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);
// Request character list automatically
requestCharacterList();
// Call success callback
if (onSuccess) {
onSuccess();
}
}
void GameHandler::requestCharacterList() {
if (state != WorldState::READY && state != WorldState::AUTHENTICATED &&
state != WorldState::CHAR_LIST_RECEIVED) {
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");
}
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) {
case CharCreateResult::ERROR: msg = "Server error"; break;
case CharCreateResult::FAILED: msg = "Creation failed"; break;
case CharCreateResult::NAME_IN_USE: msg = "Name already in use"; break;
case CharCreateResult::DISABLED: msg = "Character creation disabled"; break;
case CharCreateResult::PVP_TEAMS_VIOLATION: msg = "PvP faction violation"; break;
case CharCreateResult::SERVER_LIMIT: msg = "Server character limit reached"; break;
case CharCreateResult::ACCOUNT_LIMIT: msg = "Account character limit reached"; break;
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;
}
LOG_WARNING("Character creation failed: ", msg, " (code=", static_cast<int>(data.result), ")");
if (charCreateCallback_) {
charCreateCallback_(false, msg);
}
}
}
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);
}
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();
}
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));
playerRace_ = character.race;
break;
}
}
// Store player GUID
playerGuid = characterGuid;
// 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;
releasedSpirit_ = false;
targetGuid = 0;
focusGuid = 0;
lastTargetGuid = 0;
tabCycleStale = true;
entityManager = EntityManager();
// 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;
}
// Successfully entered the world (or teleported)
currentMapId_ = data.mapId;
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");
// 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;
movementInfo.orientation = data.orientation;
movementInfo.flags = 0;
movementInfo.flags2 = 0;
movementInfo.time = 0;
// 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);
}
// Notify application to load terrain for this map/position (online mode)
if (worldEntryCallback_) {
worldEntryCallback_(data.mapId, data.x, data.y, data.z);
}
// If we disconnected mid-taxi, attempt to recover to destination after login.
if (taxiRecoverPending_ && taxiRecoverMapId_ == data.mapId) {
float dx = movementInfo.x - taxiRecoverPos_.x;
float dy = movementInfo.y - taxiRecoverPos_.y;
float dz = movementInfo.z - taxiRecoverPos_.z;
float dist = std::sqrt(dx * dx + dy * dy + dz * dz);
if (dist > 5.0f) {
// Keep pending until player entity exists; update() will apply.
LOG_INFO("Taxi recovery pending: dist=", dist);
} else {
taxiRecoverPending_ = false;
}
}
}
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);
}
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;
}
// Block movement during taxi flight
if (onTaxiFlight_) {
// If taxi visuals are already gone, clear taxi state to avoid stuck movement.
if (!taxiMountActive_ && !taxiClientActive_ && taxiClientPath_.empty()) {
onTaxiFlight_ = false;
LOG_INFO("Cleared stale taxi state in sendMovement");
} else {
return;
}
}
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if (resurrectPending_) return;
// 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());
// 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);
// 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;
// Build and send movement packet
auto packet = MovementPacket::build(opcode, wireInfo, playerGuid);
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);
// 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);
}
}
transportGuids_.erase(guid);
if (playerTransportGuid_ == guid) {
playerTransportGuid_ = 0;
playerTransportOffset_ = glm::vec3(0.0f);
}
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;
}
// Set position from movement block (server → canonical)
if (block.hasMovement) {
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, ")");
if (block.guid == playerGuid && block.runSpeed > 0.1f && block.runSpeed < 100.0f) {
serverRunSpeed_ = block.runSpeed;
}
// Track player-on-transport state
if (block.guid == playerGuid) {
if (block.onTransport) {
playerTransportGuid_ = block.transportGuid;
playerTransportOffset_ = glm::vec3(block.transportX, block.transportY, block.transportZ);
LOG_INFO("Player on transport: 0x", std::hex, playerTransportGuid_, std::dec,
" offset=(", playerTransportOffset_.x, ", ", playerTransportOffset_.y, ", ", playerTransportOffset_.z, ")");
} else {
if (playerTransportGuid_ != 0) {
LOG_INFO("Player left transport");
}
playerTransportGuid_ = 0;
playerTransportOffset_ = glm::vec3(0.0f);
}
}
}
// Set fields
for (const auto& field : block.fields) {
entity->setField(field.first, field.second);
}
// Add to manager
entityManager.addEntity(block.guid, entity);
// 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);
// Set name from cache immediately if available
std::string cached = getCachedCreatureName(it->second);
if (!cached.empty()) {
unit->setName(cached);
}
queryCreatureInfo(it->second, block.guid);
}
}
// Extract health/mana/power from fields (Phase 2) — single pass
if (block.objectType == ObjectType::UNIT || block.objectType == ObjectType::PLAYER) {
auto unit = std::static_pointer_cast<Unit>(entity);
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constexpr uint32_t UNIT_DYNFLAG_DEAD = 0x0008;
for (const auto& [key, val] : block.fields) {
switch (key) {
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;
case 25: unit->setPower(val); break;
case 32: unit->setMaxHealth(val); break;
case 33: unit->setMaxPower(val); break;
case 55: unit->setFactionTemplate(val); break; // UNIT_FIELD_FACTIONTEMPLATE
case 59: unit->setUnitFlags(val); break; // UNIT_FIELD_FLAGS
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case 147: unit->setDynamicFlags(val); break; // UNIT_DYNAMIC_FLAGS
case 54: unit->setLevel(val); break;
case 67: unit->setDisplayId(val); break; // UNIT_FIELD_DISPLAYID
case 69: // UNIT_FIELD_MOUNTDISPLAYID
if (block.guid == playerGuid) {
uint32_t old = currentMountDisplayId_;
currentMountDisplayId_ = val;
if (val != old && mountCallback_) mountCallback_(val);
if (old != 0 && val == 0) {
for (auto& a : playerAuras)
if (!a.isEmpty() && a.maxDurationMs < 0) a = AuraSlot{};
}
}
unit->setMountDisplayId(val);
break;
case 82: unit->setNpcFlags(val); break; // UNIT_NPC_FLAGS
default: break;
}
}
if (block.guid == playerGuid) {
constexpr uint32_t UNIT_FLAG_TAXI_FLIGHT = 0x00000100;
if ((unit->getUnitFlags() & UNIT_FLAG_TAXI_FLIGHT) != 0 && !onTaxiFlight_ && taxiLandingCooldown_ <= 0.0f) {
onTaxiFlight_ = true;
applyTaxiMountForCurrentNode();
}
}
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if (block.guid == playerGuid &&
(unit->getDynamicFlags() & UNIT_DYNFLAG_DEAD) != 0) {
playerDead_ = true;
LOG_INFO("Player logged in dead (dynamic flags)");
}
// Detect ghost state on login via PLAYER_FLAGS (field 150)
if (block.guid == playerGuid) {
constexpr uint32_t PLAYER_FLAGS_IDX = 150; // UNIT_END(148) + 2
constexpr uint32_t PLAYER_FLAGS_GHOST = 0x00000010;
auto pfIt = block.fields.find(PLAYER_FLAGS_IDX);
if (pfIt != block.fields.end() && (pfIt->second & PLAYER_FLAGS_GHOST) != 0) {
releasedSpirit_ = true;
playerDead_ = true;
LOG_INFO("Player logged in as ghost (PLAYER_FLAGS)");
}
}
// Determine hostility from faction template for online creatures
if (unit->getFactionTemplate() != 0) {
unit->setHostile(isHostileFaction(unit->getFactionTemplate()));
}
// 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());
}
// 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);
}
}
}
// Extract displayId and entry 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);
}
// Extract entry and query name (OBJECT_FIELD_ENTRY = index 3)
auto itEntry = block.fields.find(3);
if (itEntry != block.fields.end() && itEntry->second != 0) {
go->setEntry(itEntry->second);
auto cacheIt = gameObjectInfoCache_.find(itEntry->second);
if (cacheIt != gameObjectInfoCache_.end()) {
go->setName(cacheIt->second.name);
}
queryGameObjectInfo(itEntry->second, block.guid);
}
// Detect transport GameObjects via UPDATEFLAG_TRANSPORT (0x0002)
if (block.updateFlags & 0x0002) {
transportGuids_.insert(block.guid);
LOG_INFO("Detected transport GameObject: 0x", std::hex, block.guid, std::dec,
" displayId=", go->getDisplayId(),
" pos=(", go->getX(), ", ", go->getY(), ", ", go->getZ(), ")");
}
if (go->getDisplayId() != 0 && gameObjectSpawnCallback_) {
gameObjectSpawnCallback_(block.guid, go->getDisplayId(),
go->getX(), go->getY(), go->getZ(), go->getOrientation());
}
// Fire transport move callback for transports (position update on re-creation)
if (transportGuids_.count(block.guid) && transportMoveCallback_) {
transportMoveCallback_(block.guid,
go->getX(), go->getY(), go->getZ(), go->getOrientation());
}
}
// 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);
}
}
// Extract XP / inventory slot / skill fields for player entity
if (block.guid == playerGuid && block.objectType == ObjectType::PLAYER) {
lastPlayerFields_ = block.fields;
detectInventorySlotBases(block.fields);
bool slotsChanged = false;
for (const auto& [key, val] : block.fields) {
if (key == 634) { playerXp_ = val; } // PLAYER_XP
else if (key == 635) { playerNextLevelXp_ = val; } // PLAYER_NEXT_LEVEL_XP
else if (key == 54) {
serverPlayerLevel_ = val; // UNIT_FIELD_LEVEL
for (auto& ch : characters) {
if (ch.guid == playerGuid) { ch.level = val; break; }
}
}
else if (key == 1170) { playerMoneyCopper_ = val; } // PLAYER_FIELD_COINAGE
}
if (applyInventoryFields(block.fields)) slotsChanged = true;
if (slotsChanged) rebuildOnlineInventory();
extractSkillFields(lastPlayerFields_);
}
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);
}
// Update cached health/mana/power values (Phase 2) — single pass
if (entity->getType() == ObjectType::UNIT || entity->getType() == ObjectType::PLAYER) {
auto unit = std::static_pointer_cast<Unit>(entity);
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constexpr uint32_t UNIT_DYNFLAG_DEAD = 0x0008;
for (const auto& [key, val] : block.fields) {
switch (key) {
case 24: {
uint32_t oldHealth = unit->getHealth();
unit->setHealth(val);
if (val == 0) {
if (block.guid == autoAttackTarget) {
stopAutoAttack();
}
hostileAttackers_.erase(block.guid);
// Player death
if (block.guid == playerGuid) {
playerDead_ = true;
releasedSpirit_ = false;
stopAutoAttack();
LOG_INFO("Player died!");
}
// Trigger death animation for NPC units
if (entity->getType() == ObjectType::UNIT && npcDeathCallback_) {
npcDeathCallback_(block.guid);
}
} else if (oldHealth == 0 && val > 0) {
// Player resurrection or ghost form
if (block.guid == playerGuid) {
playerDead_ = false;
if (!releasedSpirit_) {
LOG_INFO("Player resurrected!");
} else {
LOG_INFO("Player entered ghost form");
}
}
// Respawn: health went from 0 to >0, reset animation
if (entity->getType() == ObjectType::UNIT && npcRespawnCallback_) {
npcRespawnCallback_(block.guid);
}
}
break;
}
case 25: unit->setPower(val); break;
case 32: unit->setMaxHealth(val); break;
case 33: unit->setMaxPower(val); break;
case 59: unit->setUnitFlags(val); break; // UNIT_FIELD_FLAGS
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case 147: {
uint32_t oldDyn = unit->getDynamicFlags();
unit->setDynamicFlags(val);
if (block.guid == playerGuid) {
bool wasDead = (oldDyn & UNIT_DYNFLAG_DEAD) != 0;
bool nowDead = (val & UNIT_DYNFLAG_DEAD) != 0;
if (!wasDead && nowDead) {
playerDead_ = true;
releasedSpirit_ = false;
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LOG_INFO("Player died (dynamic flags)");
} else if (wasDead && !nowDead) {
playerDead_ = false;
releasedSpirit_ = false;
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LOG_INFO("Player resurrected (dynamic flags)");
}
}
break;
}
case 54: unit->setLevel(val); break;
case 55: // UNIT_FIELD_FACTIONTEMPLATE
unit->setFactionTemplate(val);
unit->setHostile(isHostileFaction(val));
break;
case 67: unit->setDisplayId(val); break; // UNIT_FIELD_DISPLAYID
case 69: // UNIT_FIELD_MOUNTDISPLAYID
if (block.guid == playerGuid) {
uint32_t old = currentMountDisplayId_;
currentMountDisplayId_ = val;
if (val != old && mountCallback_) mountCallback_(val);
if (old != 0 && val == 0) {
for (auto& a : playerAuras)
if (!a.isEmpty() && a.maxDurationMs < 0) a = AuraSlot{};
}
}
unit->setMountDisplayId(val);
break;
case 82: unit->setNpcFlags(val); break; // UNIT_NPC_FLAGS
default: break;
}
}
}
// Update XP / inventory slot / skill fields for player entity
if (block.guid == playerGuid) {
if (block.hasMovement && block.runSpeed > 0.1f && block.runSpeed < 100.0f) {
serverRunSpeed_ = block.runSpeed;
}
for (const auto& [key, val] : block.fields) {
lastPlayerFields_[key] = val;
}
detectInventorySlotBases(block.fields);
bool slotsChanged = false;
for (const auto& [key, val] : block.fields) {
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;
}
}
}
else if (key == 1170) {
playerMoneyCopper_ = val;
LOG_INFO("Money updated via VALUES: ", val, " copper");
}
else if (key == 150) { // PLAYER_FLAGS (UNIT_END+2)
constexpr uint32_t PLAYER_FLAGS_GHOST = 0x00000010;
bool wasGhost = releasedSpirit_;
bool nowGhost = (val & PLAYER_FLAGS_GHOST) != 0;
if (!wasGhost && nowGhost) {
releasedSpirit_ = true;
LOG_INFO("Player entered ghost form (PLAYER_FLAGS)");
} else if (wasGhost && !nowGhost) {
releasedSpirit_ = false;
playerDead_ = false;
repopPending_ = false;
resurrectPending_ = false;
LOG_INFO("Player resurrected (PLAYER_FLAGS ghost cleared)");
}
}
}
if (applyInventoryFields(block.fields)) slotsChanged = true;
if (slotsChanged) rebuildOnlineInventory();
extractSkillFields(lastPlayerFields_);
}
// 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;
}
}
rebuildOnlineInventory();
}
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: {
// Update entity position (server → canonical)
auto entity = entityManager.getEntity(block.guid);
if (entity) {
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("Updated entity position: 0x", std::hex, block.guid, std::dec);
if (block.guid == playerGuid) {
movementInfo.x = pos.x;
movementInfo.y = pos.y;
movementInfo.z = pos.z;
movementInfo.orientation = block.orientation;
}
// Fire transport move callback if this is a known transport
if (transportGuids_.count(block.guid) && transportMoveCallback_) {
transportMoveCallback_(block.guid, pos.x, pos.y, pos.z, block.orientation);
}
} 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());
// 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();
}
}
}
}
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);
}
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);
}
// Clean up auto-attack and target if destroyed entity was our target
if (data.guid == autoAttackTarget) {
stopAutoAttack();
}
if (data.guid == targetGuid) {
targetGuid = 0;
}
hostileAttackers_.erase(data.guid);
// Remove online item tracking
if (onlineItems_.erase(data.guid)) {
rebuildOnlineInventory();
}
// Clean up quest giver status
npcQuestStatus_.erase(data.guid);
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);
// Add local echo so the player sees their own message immediately
MessageChatData echo;
echo.senderGuid = playerGuid;
echo.language = language;
echo.message = message;
// Look up player name
auto nameIt = playerNameCache.find(playerGuid);
if (nameIt != playerNameCache.end()) {
echo.senderName = nameIt->second;
}
if (type == ChatType::WHISPER) {
echo.type = ChatType::WHISPER_INFORM;
echo.senderName = target; // "To [target]: message"
} else {
echo.type = type;
}
addLocalChatMessage(echo);
}
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;
}
// Skip server echo of our own messages (we already added a local echo)
if (data.senderGuid == playerGuid && data.senderGuid != 0) {
// Still track whisper sender for /r even if it's our own whisper-inform
if (data.type == ChatType::WHISPER && !data.senderName.empty()) {
lastWhisperSender_ = data.senderName;
}
return;
}
// Add to chat history
chatHistory.push_back(data);
// Limit chat history size
if (chatHistory.size() > maxChatHistory) {
chatHistory.erase(chatHistory.begin());
}
// Track whisper sender for /r command
if (data.type == ChatType::WHISPER && !data.senderName.empty()) {
lastWhisperSender_ = data.senderName;
}
// 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;
// Save previous target
if (targetGuid != 0) {
lastTargetGuid = targetGuid;
}
targetGuid = guid;
// Inform server of target selection (Phase 1)
if (state == WorldState::IN_WORLD && socket) {
auto packet = SetSelectionPacket::build(guid);
socket->send(packet);
}
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);
}
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);
}
}
}
}
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, ")");
}
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);
}
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);
}
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);
}
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);
}
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);
// Check current PVP state from player's UNIT_FIELD_FLAGS (index 59)
// UNIT_FLAG_PVP = 0x00001000
auto entity = entityManager.getEntity(playerGuid);
bool currentlyPvp = false;
if (entity) {
currentlyPvp = (entity->getField(59) & 0x00001000) != 0;
}
// We're toggling, so report the NEW state
if (currentlyPvp) {
addSystemChatMessage("PvP flag disabled.");
} else {
addSystemChatMessage("PvP flag enabled.");
}
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");
}
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);
}
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");
}
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");
}
void GameHandler::releaseSpirit() {
if (socket && state == WorldState::IN_WORLD) {
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auto now = std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::steady_clock::now().time_since_epoch()).count();
if (repopPending_ && now - static_cast<int64_t>(lastRepopRequestMs_) < 1000) {
return;
}
auto packet = RepopRequestPacket::build();
socket->send(packet);
releasedSpirit_ = true;
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repopPending_ = true;
lastRepopRequestMs_ = static_cast<uint64_t>(now);
LOG_INFO("Sent CMSG_REPOP_REQUEST (Release Spirit)");
}
}
void GameHandler::activateSpiritHealer(uint64_t npcGuid) {
if (state != WorldState::IN_WORLD || !socket) return;
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pendingSpiritHealerGuid_ = npcGuid;
auto packet = SpiritHealerActivatePacket::build(npcGuid);
socket->send(packet);
resurrectPending_ = true;
LOG_INFO("Sent CMSG_SPIRIT_HEALER_ACTIVATE for 0x", std::hex, npcGuid, std::dec);
}
void GameHandler::acceptResurrect() {
if (state != WorldState::IN_WORLD || !socket || !resurrectRequestPending_) return;
// Send spirit healer activate (correct response to SMSG_SPIRIT_HEALER_CONFIRM)
auto activate = SpiritHealerActivatePacket::build(resurrectCasterGuid_);
socket->send(activate);
LOG_INFO("Sent CMSG_SPIRIT_HEALER_ACTIVATE (0x21C) for 0x",
std::hex, resurrectCasterGuid_, std::dec);
resurrectRequestPending_ = false;
resurrectPending_ = true;
}
void GameHandler::declineResurrect() {
if (state != WorldState::IN_WORLD || !socket || !resurrectRequestPending_) return;
auto resp = ResurrectResponsePacket::build(resurrectCasterGuid_, false);
socket->send(resp);
LOG_INFO("Sent CMSG_RESURRECT_RESPONSE (decline) for 0x",
std::hex, resurrectCasterGuid_, std::dec);
resurrectRequestPending_ = false;
}
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;
if (guid == playerGuid) continue; // Don't tab-target self
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) {
chatHistory.pop_front();
}
}
// ============================================================
// 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);
}
void GameHandler::queryGameObjectInfo(uint32_t entry, uint64_t guid) {
if (gameObjectInfoCache_.count(entry) || pendingGameObjectQueries_.count(entry)) return;
if (state != WorldState::IN_WORLD || !socket) return;
pendingGameObjectQueries_.insert(entry);
auto packet = GameObjectQueryPacket::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);
}
}
}
}
}
// ============================================================
// GameObject Query
// ============================================================
void GameHandler::handleGameObjectQueryResponse(network::Packet& packet) {
GameObjectQueryResponseData data;
if (!GameObjectQueryResponseParser::parse(packet, data)) return;
pendingGameObjectQueries_.erase(data.entry);
if (data.isValid()) {
gameObjectInfoCache_[data.entry] = data;
// Update all gameobject entities with this entry
for (auto& [guid, entity] : entityManager.getEntities()) {
if (entity->getType() == ObjectType::GAMEOBJECT) {
auto go = std::static_pointer_cast<GameObject>(entity);
if (go->getEntry() == data.entry) {
go->setName(data.name);
}
}
}
}
}
// ============================================================
// 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();
}
}
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;
}
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) {
// 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;
}
}
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;
// 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;
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;
}
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);
queryItemInfo(def.itemId, guid);
}
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);
queryItemInfo(def.itemId, guid);
}
inventory.setBackpackSlot(i, def);
}
onlineEquipDirty_ = true;
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;
}());
}
// ============================================================
// Phase 2: Combat
// ============================================================
void GameHandler::startAutoAttack(uint64_t targetGuid) {
// Can't attack yourself
if (targetGuid == playerGuid) return;
// Dismount when entering combat
if (isMounted()) {
dismount();
}
autoAttacking = true;
autoAttackTarget = targetGuid;
autoAttackOutOfRange_ = false;
if (state == WorldState::IN_WORLD && socket) {
auto packet = AttackSwingPacket::build(targetGuid);
socket->send(packet);
}
LOG_INFO("Starting auto-attack on 0x", std::hex, targetGuid, std::dec);
}
void GameHandler::stopAutoAttack() {
if (!autoAttacking) return;
autoAttacking = false;
autoAttackTarget = 0;
autoAttackOutOfRange_ = false;
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::autoTargetAttacker(uint64_t attackerGuid) {
if (attackerGuid == 0 || attackerGuid == playerGuid) return;
if (targetGuid != 0) return;
if (!entityManager.hasEntity(attackerGuid)) return;
setTarget(attackerGuid);
}
void GameHandler::handleAttackStart(network::Packet& packet) {
AttackStartData data;
if (!AttackStartParser::parse(packet, data)) return;
if (data.attackerGuid == playerGuid) {
autoAttacking = true;
autoAttackTarget = data.victimGuid;
} else if (data.victimGuid == playerGuid && data.attackerGuid != 0) {
hostileAttackers_.insert(data.attackerGuid);
autoTargetAttacker(data.attackerGuid);
}
}
void GameHandler::handleAttackStop(network::Packet& packet) {
AttackStopData data;
if (!AttackStopParser::parse(packet, data)) return;
// 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.
if (data.attackerGuid == playerGuid) {
LOG_DEBUG("SMSG_ATTACKSTOP received (keeping auto-attack intent)");
} else if (data.victimGuid == playerGuid) {
hostileAttackers_.erase(data.attackerGuid);
}
}
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);
// uint32 counter
uint32_t counter = packet.readUInt32();
// Determine format from remaining bytes:
// 5 bytes remaining = uint8(1) + float(4) — standard 3.3.5a
// 8 bytes remaining = uint32(4) + float(4) — some forks
// 4 bytes remaining = float(4) — no unknown field
size_t remaining = packet.getSize() - packet.getReadPos();
if (remaining >= 8) {
packet.readUInt32(); // unknown (extended format)
} else if (remaining >= 5) {
packet.readUInt8(); // unknown (standard 3.3.5a)
}
// float newSpeed
float newSpeed = packet.readFloat();
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;
}
serverRunSpeed_ = newSpeed;
}
// ============================================================
// Arena / Battleground Handlers
// ============================================================
void GameHandler::handleBattlefieldStatus(network::Packet& packet) {
if (packet.getSize() - packet.getReadPos() < 4) return;
uint32_t queueSlot = packet.readUInt32();
// Minimal packet = just queueSlot + arenaType(1) when status is NONE
if (packet.getSize() - packet.getReadPos() < 1) {
LOG_INFO("Battlefield status: queue slot ", queueSlot, " cleared");
return;
}
uint8_t arenaType = packet.readUInt8();
if (packet.getSize() - packet.getReadPos() < 1) return;
// Unknown byte
packet.readUInt8();
if (packet.getSize() - packet.getReadPos() < 4) return;
uint32_t bgTypeId = packet.readUInt32();
if (packet.getSize() - packet.getReadPos() < 2) return;
uint16_t unk2 = packet.readUInt16();
(void)unk2;
if (packet.getSize() - packet.getReadPos() < 4) return;
uint32_t clientInstanceId = packet.readUInt32();
if (packet.getSize() - packet.getReadPos() < 1) return;
uint8_t isRatedArena = packet.readUInt8();
if (packet.getSize() - packet.getReadPos() < 4) return;
uint32_t statusId = packet.readUInt32();
std::string bgName = "Battleground #" + std::to_string(bgTypeId);
if (arenaType > 0) {
bgName = std::to_string(arenaType) + "v" + std::to_string(arenaType) + " Arena";
}
switch (statusId) {
case 0: // STATUS_NONE
LOG_INFO("Battlefield status: NONE for ", bgName);
break;
case 1: // STATUS_WAIT_QUEUE
addSystemChatMessage("Queued for " + bgName + ".");
LOG_INFO("Battlefield status: WAIT_QUEUE for ", bgName);
break;
case 2: // STATUS_WAIT_JOIN
addSystemChatMessage(bgName + " is ready! Type /join to enter.");
LOG_INFO("Battlefield status: WAIT_JOIN for ", bgName);
break;
case 3: // STATUS_IN_PROGRESS
addSystemChatMessage("Entered " + bgName + ".");
LOG_INFO("Battlefield status: IN_PROGRESS for ", bgName);
break;
case 4: // STATUS_WAIT_LEAVE
LOG_INFO("Battlefield status: WAIT_LEAVE for ", bgName);
break;
default:
LOG_INFO("Battlefield status: unknown (", statusId, ") for ", bgName);
break;
}
}
void GameHandler::handleArenaTeamCommandResult(network::Packet& packet) {
if (packet.getSize() - packet.getReadPos() < 8) return;
uint32_t command = packet.readUInt32();
std::string name = packet.readString();
uint32_t error = packet.readUInt32();
static const char* commands[] = { "create", "invite", "leave", "remove", "disband", "leader" };
std::string cmdName = (command < 6) ? commands[command] : "unknown";
if (error == 0) {
addSystemChatMessage("Arena team " + cmdName + " successful" +
(name.empty() ? "." : ": " + name));
} else {
addSystemChatMessage("Arena team " + cmdName + " failed" +
(name.empty() ? "." : " for " + name + "."));
}
LOG_INFO("Arena team command: ", cmdName, " name=", name, " error=", error);
}
void GameHandler::handleArenaTeamQueryResponse(network::Packet& packet) {
if (packet.getSize() - packet.getReadPos() < 4) return;
uint32_t teamId = packet.readUInt32();
std::string teamName = packet.readString();
LOG_INFO("Arena team query response: id=", teamId, " name=", teamName);
}
void GameHandler::handleArenaTeamInvite(network::Packet& packet) {
std::string playerName = packet.readString();
std::string teamName = packet.readString();
addSystemChatMessage(playerName + " has invited you to join " + teamName + ".");
LOG_INFO("Arena team invite from ", playerName, " to ", teamName);
}
void GameHandler::handleArenaTeamEvent(network::Packet& packet) {
if (packet.getSize() - packet.getReadPos() < 1) return;
uint8_t event = packet.readUInt8();
static const char* events[] = {
"joined", "left", "removed", "leader changed",
"disbanded", "created"
};
std::string eventName = (event < 6) ? events[event] : "unknown event";
// Read string params (up to 3)
uint8_t strCount = 0;
if (packet.getSize() - packet.getReadPos() >= 1) {
strCount = packet.readUInt8();
}
std::string param1, param2;
if (strCount >= 1 && packet.getSize() > packet.getReadPos()) param1 = packet.readString();
if (strCount >= 2 && packet.getSize() > packet.getReadPos()) param2 = packet.readString();
std::string msg = "Arena team " + eventName;
if (!param1.empty()) msg += ": " + param1;
if (!param2.empty()) msg += " (" + param2 + ")";
addSystemChatMessage(msg);
LOG_INFO("Arena team event: ", eventName, " ", param1, " ", param2);
}
void GameHandler::handleArenaError(network::Packet& packet) {
if (packet.getSize() - packet.getReadPos() < 4) return;
uint32_t error = packet.readUInt32();
std::string msg;
switch (error) {
case 1: msg = "The other team is not big enough."; break;
case 2: msg = "That team is full."; break;
case 3: msg = "Not enough members to start."; break;
case 4: msg = "Too many members."; break;
default: msg = "Arena error (code " + std::to_string(error) + ")"; break;
}
addSystemChatMessage(msg);
LOG_INFO("Arena error: ", error, " - ", msg);
}
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);
}
}
// Interpolate entity position alongside renderer (so targeting matches visual)
entity->startMoveTo(destCanonical.x, destCanonical.y, destCanonical.z,
orientation, data.duration / 1000.0f);
// 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);
}
}
}
}
void GameHandler::handleAttackerStateUpdate(network::Packet& packet) {
AttackerStateUpdateData data;
if (!AttackerStateUpdateParser::parse(packet, data)) return;
bool isPlayerAttacker = (data.attackerGuid == playerGuid);
bool isPlayerTarget = (data.targetGuid == playerGuid);
if (isPlayerAttacker && meleeSwingCallback_) {
meleeSwingCallback_();
}
if (!isPlayerAttacker && npcSwingCallback_) {
npcSwingCallback_(data.attackerGuid);
}
if (isPlayerTarget && data.attackerGuid != 0) {
hostileAttackers_.insert(data.attackerGuid);
autoTargetAttacker(data.attackerGuid);
}
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;
if (data.targetGuid == playerGuid && data.attackerGuid != 0) {
hostileAttackers_.insert(data.attackerGuid);
autoTargetAttacker(data.attackerGuid);
}
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) {
// Attack (6603) routes to auto-attack instead of cast
if (spellId == 6603) {
uint64_t target = targetGuid != 0 ? targetGuid : this->targetGuid;
if (target != 0) {
if (autoAttacking) {
stopAutoAttack();
} else {
startAutoAttack(target);
}
}
return;
}
if (state != WorldState::IN_WORLD || !socket) return;
// Casting any spell while mounted → dismount instead
if (isMounted()) {
dismount();
return;
}
if (casting) return; // Already casting
// Hearthstone is item-bound; use the item rather than direct spell cast.
if (spellId == 8690) {
useItemById(6948);
return;
}
uint64_t target = targetGuid != 0 ? targetGuid : this->targetGuid;
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;
saveCharacterConfig();
}
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;
// 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);
}
// Set initial cooldowns
for (const auto& cd : data.cooldowns) {
if (cd.cooldownMs > 0) {
spellCooldowns[cd.spellId] = cd.cooldownMs / 1000.0f;
}
}
// Load saved action bar or use defaults (Attack slot 1, Hearthstone slot 12)
actionBar[0].type = ActionBarSlot::SPELL;
actionBar[0].id = 6603; // Attack
actionBar[11].type = ActionBarSlot::SPELL;
actionBar[11].id = 8690; // Hearthstone
loadCharacterConfig();
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;
// Add system message about failed cast with readable reason
const char* reason = getSpellCastResultString(data.result);
MessageChatData msg;
msg.type = ChatType::SYSTEM;
msg.language = ChatLanguage::UNIVERSAL;
if (reason) {
msg.message = reason;
} else {
msg.message = "Spell cast failed (error " + std::to_string(data.result) + ")";
}
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) {
if (isAll) {
auraList->clear();
}
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);
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if (!data.inviterName.empty()) {
addSystemChatMessage(data.inviterName + " has invited you to a group.");
}
}
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");
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addSystemChatMessage("You are no longer in a group.");
} else {
LOG_INFO("In group with ", partyData.memberCount, " members");
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addSystemChatMessage("You are now in a group with " + std::to_string(partyData.memberCount) + " members.");
}
}
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;
if (currentLoot.lootGuid != 0 && targetGuid == currentLoot.lootGuid) {
clearTarget();
}
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);
}
void GameHandler::interactWithGameObject(uint64_t guid) {
if (state != WorldState::IN_WORLD || !socket) return;
auto packet = GameObjectUsePacket::build(guid);
socket->send(packet);
}
void GameHandler::selectGossipOption(uint32_t optionId) {
if (state != WorldState::IN_WORLD || !socket || !gossipWindowOpen) return;
auto packet = GossipSelectOptionPacket::build(currentGossip.npcGuid, currentGossip.menuId, optionId);
socket->send(packet);
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// If this is an innkeeper "make this inn your home" option, send binder activate.
for (const auto& opt : currentGossip.options) {
if (opt.id != optionId) continue;
std::string text = opt.text;
std::transform(text.begin(), text.end(), text.begin(),
[](unsigned char c){ return static_cast<char>(std::tolower(c)); });
if (text.find("make this inn your home") != std::string::npos ||
text.find("set your home") != std::string::npos) {
auto bindPkt = BinderActivatePacket::build(currentGossip.npcGuid);
socket->send(bindPkt);
LOG_INFO("Sent CMSG_BINDER_ACTIVATE for npc=0x", std::hex, currentGossip.npcGuid, std::dec);
}
break;
}
}
void GameHandler::selectGossipQuest(uint32_t questId) {
if (state != WorldState::IN_WORLD || !socket || !gossipWindowOpen) return;
auto packet = QuestgiverQueryQuestPacket::build(currentGossip.npcGuid, questId);
socket->send(packet);
gossipWindowOpen = false;
}
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;
uint64_t npcGuid = currentQuestDetails.npcGuid;
auto packet = QuestgiverAcceptQuestPacket::build(
npcGuid, currentQuestDetails.questId);
socket->send(packet);
// 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);
}
questDetailsOpen = false;
currentQuestDetails = QuestDetailsData{};
// 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);
}
}
void GameHandler::declineQuest() {
questDetailsOpen = false;
currentQuestDetails = QuestDetailsData{};
}
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;
}
}
}
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{};
}
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);
}
void GameHandler::closeVendor() {
vendorWindowOpen = false;
currentVendorItems = ListInventoryData{};
}
void GameHandler::buyItem(uint64_t vendorGuid, uint32_t itemId, uint32_t slot, uint32_t count) {
if (state != WorldState::IN_WORLD || !socket) return;
auto packet = BuyItemPacket::build(vendorGuid, itemId, slot, count);
socket->send(packet);
}
void GameHandler::sellItem(uint64_t vendorGuid, uint64_t itemGuid, uint32_t count) {
if (state != WorldState::IN_WORLD || !socket) return;
auto packet = SellItemPacket::build(vendorGuid, itemGuid, count);
socket->send(packet);
}
void GameHandler::sellItemBySlot(int backpackIndex) {
if (backpackIndex < 0 || backpackIndex >= inventory.getBackpackSize()) return;
const auto& slot = inventory.getBackpackSlot(backpackIndex);
if (slot.empty()) return;
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);
} else {
addSystemChatMessage("Cannot sell: no vendor.");
}
}
void GameHandler::autoEquipItemBySlot(int backpackIndex) {
if (backpackIndex < 0 || backpackIndex >= inventory.getBackpackSize()) return;
const auto& slot = inventory.getBackpackSlot(backpackIndex);
if (slot.empty()) return;
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));
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];
if (itemGuid == 0) {
itemGuid = resolveOnlineItemGuid(slot.item.itemId);
}
if (itemGuid != 0 && state == WorldState::IN_WORLD && socket) {
// WoW inventory: equipment 0-18, bags 19-22, backpack 23-38
auto packet = UseItemPacket::build(0xFF, static_cast<uint8_t>(23 + backpackIndex), itemGuid);
socket->send(packet);
} else if (itemGuid == 0) {
LOG_WARNING("Use item failed: missing item GUID for slot ", backpackIndex);
}
}
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;
}
}
}
void GameHandler::unstuck() {
if (unstuckCallback_) {
unstuckCallback_();
addSystemChatMessage("Unstuck: snapped upward. Use /unstuckgy for full teleport.");
}
}
void GameHandler::unstuckGy() {
if (unstuckGyCallback_) {
unstuckGyCallback_();
addSystemChatMessage("Unstuck: teleported to safe location.");
}
}
void GameHandler::handleLootResponse(network::Packet& packet) {
if (!LootResponseParser::parse(packet, currentLoot)) return;
lootWindowOpen = true;
// Query item info so loot window can show names instead of IDs
for (const auto& item : currentLoot.items) {
queryItemInfo(item.itemId, 0);
}
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if (currentLoot.gold > 0) {
if (state == WorldState::IN_WORLD && socket) {
// Auto-loot gold by sending CMSG_LOOT_MONEY (server handles the rest)
auto pkt = LootMoneyPacket::build();
socket->send(pkt);
currentLoot.gold = 0;
}
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}
}
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;
if (questDetailsOpen) return; // Don't reopen gossip while viewing quest
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
// Query item info for all vendor items so we can show names
for (const auto& item : currentVendorItems.items) {
queryItemInfo(item.itemId, 0);
}
}
// ============================================================
// Trainer
// ============================================================
void GameHandler::handleTrainerList(network::Packet& packet) {
if (!TrainerListParser::parse(packet, currentTrainerList_)) return;
trainerWindowOpen_ = true;
gossipWindowOpen = false;
// Ensure caches are populated
loadSpellNameCache();
loadSkillLineDbc();
loadSkillLineAbilityDbc();
categorizeTrainerSpells();
}
void GameHandler::trainSpell(uint32_t spellId) {
if (state != WorldState::IN_WORLD || !socket) return;
auto packet = TrainerBuySpellPacket::build(
currentTrainerList_.trainerGuid,
currentTrainerList_.trainerType,
spellId);
socket->send(packet);
}
void GameHandler::closeTrainer() {
trainerWindowOpen_ = false;
currentTrainerList_ = TrainerListData{};
trainerTabs_.clear();
}
void GameHandler::loadSpellNameCache() {
if (spellNameCacheLoaded_) return;
spellNameCacheLoaded_ = true;
auto* am = core::Application::getInstance().getAssetManager();
if (!am || !am->isInitialized()) return;
auto dbc = am->loadDBC("Spell.dbc");
if (!dbc || !dbc->isLoaded()) {
LOG_WARNING("Trainer: Could not load Spell.dbc for spell names");
return;
}
if (dbc->getFieldCount() < 154) {
LOG_WARNING("Trainer: Spell.dbc has too few fields");
return;
}
// Fields: 0=SpellID, 136=SpellName_enUS, 153=RankText_enUS
uint32_t count = dbc->getRecordCount();
for (uint32_t i = 0; i < count; ++i) {
uint32_t id = dbc->getUInt32(i, 0);
if (id == 0) continue;
std::string name = dbc->getString(i, 136);
std::string rank = dbc->getString(i, 153);
if (!name.empty()) {
spellNameCache_[id] = {std::move(name), std::move(rank)};
}
}
LOG_INFO("Trainer: Loaded ", spellNameCache_.size(), " spell names from Spell.dbc");
}
void GameHandler::loadSkillLineAbilityDbc() {
if (skillLineAbilityLoaded_) return;
skillLineAbilityLoaded_ = true;
auto* am = core::Application::getInstance().getAssetManager();
if (!am || !am->isInitialized()) return;
// SkillLineAbility.dbc: field 1=skillLineID, field 2=spellID
auto slaDbc = am->loadDBC("SkillLineAbility.dbc");
if (slaDbc && slaDbc->isLoaded()) {
for (uint32_t i = 0; i < slaDbc->getRecordCount(); i++) {
uint32_t skillLineId = slaDbc->getUInt32(i, 1);
uint32_t spellId = slaDbc->getUInt32(i, 2);
if (spellId > 0 && skillLineId > 0) {
spellToSkillLine_[spellId] = skillLineId;
}
}
LOG_INFO("Trainer: Loaded ", spellToSkillLine_.size(), " skill line abilities");
}
}
void GameHandler::categorizeTrainerSpells() {
trainerTabs_.clear();
static constexpr uint32_t SKILLLINE_CATEGORY_CLASS = 7;
// Group spells by skill line (category 7 = class spec tabs)
std::map<uint32_t, std::vector<const TrainerSpell*>> specialtySpells;
std::vector<const TrainerSpell*> generalSpells;
for (const auto& spell : currentTrainerList_.spells) {
auto slIt = spellToSkillLine_.find(spell.spellId);
if (slIt != spellToSkillLine_.end()) {
uint32_t skillLineId = slIt->second;
auto catIt = skillLineCategories_.find(skillLineId);
if (catIt != skillLineCategories_.end() && catIt->second == SKILLLINE_CATEGORY_CLASS) {
specialtySpells[skillLineId].push_back(&spell);
continue;
}
}
generalSpells.push_back(&spell);
}
// Sort by spell name within each group
auto byName = [this](const TrainerSpell* a, const TrainerSpell* b) {
return getSpellName(a->spellId) < getSpellName(b->spellId);
};
// Build named tabs sorted alphabetically
std::vector<std::pair<std::string, std::vector<const TrainerSpell*>>> named;
for (auto& [skillLineId, spells] : specialtySpells) {
auto nameIt = skillLineNames_.find(skillLineId);
std::string tabName = (nameIt != skillLineNames_.end()) ? nameIt->second : "Specialty";
std::sort(spells.begin(), spells.end(), byName);
named.push_back({std::move(tabName), std::move(spells)});
}
std::sort(named.begin(), named.end(),
[](const auto& a, const auto& b) { return a.first < b.first; });
for (auto& [name, spells] : named) {
trainerTabs_.push_back({std::move(name), std::move(spells)});
}
// General tab last
if (!generalSpells.empty()) {
std::sort(generalSpells.begin(), generalSpells.end(), byName);
trainerTabs_.push_back({"General", std::move(generalSpells)});
}
LOG_INFO("Trainer: Categorized into ", trainerTabs_.size(), " tabs");
}
static const std::string EMPTY_STRING;
const std::string& GameHandler::getSpellName(uint32_t spellId) const {
auto it = spellNameCache_.find(spellId);
return (it != spellNameCache_.end()) ? it->second.name : EMPTY_STRING;
}
const std::string& GameHandler::getSpellRank(uint32_t spellId) const {
auto it = spellNameCache_.find(spellId);
return (it != spellNameCache_.end()) ? it->second.rank : EMPTY_STRING;
}
const std::string& GameHandler::getSkillLineName(uint32_t spellId) const {
auto slIt = spellToSkillLine_.find(spellId);
if (slIt == spellToSkillLine_.end()) return EMPTY_STRING;
auto nameIt = skillLineNames_.find(slIt->second);
return (nameIt != skillLineNames_.end()) ? nameIt->second : EMPTY_STRING;
}
// ============================================================
// Single-player local combat
// ============================================================
// ============================================================
// 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);
}
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);
}
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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);
}
// ============================================================
// 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);
}
}
void GameHandler::handleNewWorld(network::Packet& packet) {
// SMSG_NEW_WORLD: uint32 mapId, float x, y, z, orientation
if (packet.getSize() - packet.getReadPos() < 20) {
LOG_WARNING("SMSG_NEW_WORLD too short");
return;
}
uint32_t mapId = packet.readUInt32();
float serverX = packet.readFloat();
float serverY = packet.readFloat();
float serverZ = packet.readFloat();
float orientation = packet.readFloat();
LOG_INFO("SMSG_NEW_WORLD: mapId=", mapId,
" pos=(", serverX, ", ", serverY, ", ", serverZ, ")",
" orient=", orientation);
currentMapId_ = mapId;
// Update player 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;
// Clear world state for the new map
entityManager.clear();
hostileAttackers_.clear();
stopAutoAttack();
casting = false;
currentCastSpellId = 0;
castTimeRemaining = 0.0f;
// Send MSG_MOVE_WORLDPORT_ACK to tell the server we're ready
if (socket) {
network::Packet ack(static_cast<uint16_t>(Opcode::MSG_MOVE_WORLDPORT_ACK));
socket->send(ack);
LOG_INFO("Sent MSG_MOVE_WORLDPORT_ACK");
}
// Reload terrain at new position
if (worldEntryCallback_) {
worldEntryCallback_(mapId, 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;
// Load TaxiNodes.dbc: 0=ID, 1=mapId, 2=x, 3=y, 4=z, 5=name(enUS locale)
auto nodesDbc = am->loadDBC("TaxiNodes.dbc");
if (nodesDbc && nodesDbc->isLoaded()) {
uint32_t fieldCount = nodesDbc->getFieldCount();
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);
node.name = nodesDbc->getString(i, 5);
// TaxiNodes.dbc (3.3.5a): last two fields are mount display IDs (Alliance, Horde)
if (fieldCount >= 24) {
node.mountDisplayIdAlliance = nodesDbc->getUInt32(i, 22);
node.mountDisplayIdHorde = nodesDbc->getUInt32(i, 23);
if (node.mountDisplayIdAlliance == 0 && node.mountDisplayIdHorde == 0 && fieldCount >= 22) {
node.mountDisplayIdAlliance = nodesDbc->getUInt32(i, 20);
node.mountDisplayIdHorde = nodesDbc->getUInt32(i, 21);
}
}
if (node.id > 0) {
taxiNodes_[node.id] = std::move(node);
}
if (node.id == 195) {
std::string fields;
for (uint32_t f = 0; f < fieldCount; f++) {
fields += std::to_string(f) + ":" + std::to_string(nodesDbc->getUInt32(i, f)) + " ";
}
LOG_INFO("TaxiNodes[195] fields: ", fields);
}
}
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");
}
// Load TaxiPathNode.dbc: actual spline waypoints for each path
// 0=ID, 1=PathID, 2=NodeIndex, 3=MapID, 4=X, 5=Y, 6=Z
auto pathNodeDbc = am->loadDBC("TaxiPathNode.dbc");
if (pathNodeDbc && pathNodeDbc->isLoaded()) {
for (uint32_t i = 0; i < pathNodeDbc->getRecordCount(); i++) {
TaxiPathNode node;
node.id = pathNodeDbc->getUInt32(i, 0);
node.pathId = pathNodeDbc->getUInt32(i, 1);
node.nodeIndex = pathNodeDbc->getUInt32(i, 2);
node.mapId = pathNodeDbc->getUInt32(i, 3);
node.x = pathNodeDbc->getFloat(i, 4);
node.y = pathNodeDbc->getFloat(i, 5);
node.z = pathNodeDbc->getFloat(i, 6);
taxiPathNodes_[node.pathId].push_back(node);
}
// Sort waypoints by nodeIndex for each path
for (auto& [pathId, nodes] : taxiPathNodes_) {
std::sort(nodes.begin(), nodes.end(),
[](const TaxiPathNode& a, const TaxiPathNode& b) {
return a.nodeIndex < b.nodeIndex;
});
}
LOG_INFO("Loaded ", pathNodeDbc->getRecordCount(), " taxi path waypoints from TaxiPathNode.dbc");
} else {
LOG_WARNING("Could not load TaxiPathNode.dbc");
}
}
void GameHandler::handleShowTaxiNodes(network::Packet& packet) {
ShowTaxiNodesData data;
if (!ShowTaxiNodesParser::parse(packet, data)) {
LOG_WARNING("Failed to parse SMSG_SHOWTAXINODES");
return;
}
loadTaxiDbc();
// 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)) {
uint32_t nodeId = i * 32 + bit + 1;
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;
currentTaxiData_ = data;
taxiNpcGuid_ = data.npcGuid;
taxiWindowOpen_ = true;
gossipWindowOpen = false;
buildTaxiCostMap();
auto it = taxiNodes_.find(data.nearestNode);
if (it != taxiNodes_.end()) {
LOG_INFO("Taxi node ", data.nearestNode, " mounts: A=", it->second.mountDisplayIdAlliance,
" H=", it->second.mountDisplayIdHorde);
}
LOG_INFO("Taxi window opened, nearest node=", data.nearestNode);
}
void GameHandler::applyTaxiMountForCurrentNode() {
if (taxiMountActive_ || !mountCallback_) return;
auto it = taxiNodes_.find(currentTaxiData_.nearestNode);
if (it == taxiNodes_.end()) return;
bool isAlliance = true;
switch (playerRace_) {
case Race::ORC:
case Race::UNDEAD:
case Race::TAUREN:
case Race::TROLL:
case Race::GOBLIN:
case Race::BLOOD_ELF:
isAlliance = false;
break;
default:
isAlliance = true;
break;
}
uint32_t mountId = isAlliance ? it->second.mountDisplayIdAlliance
: it->second.mountDisplayIdHorde;
if (mountId == 0) {
mountId = isAlliance ? it->second.mountDisplayIdHorde
: it->second.mountDisplayIdAlliance;
}
if (mountId == 0) {
auto& app = core::Application::getInstance();
uint32_t gryphonId = app.getGryphonDisplayId();
uint32_t wyvernId = app.getWyvernDisplayId();
if (isAlliance && gryphonId != 0) mountId = gryphonId;
if (!isAlliance && wyvernId != 0) mountId = wyvernId;
if (mountId == 0) {
mountId = (isAlliance ? wyvernId : gryphonId);
}
}
if (mountId == 0) {
// Fallback: any non-zero mount display from the node.
if (it->second.mountDisplayIdAlliance != 0) mountId = it->second.mountDisplayIdAlliance;
else if (it->second.mountDisplayIdHorde != 0) mountId = it->second.mountDisplayIdHorde;
}
if (mountId == 0 || mountId == 541) {
mountId = isAlliance ? 30412u : 30413u;
}
if (mountId != 0) {
taxiMountDisplayId_ = mountId;
taxiMountActive_ = true;
LOG_INFO("Taxi mount apply: displayId=", mountId);
mountCallback_(mountId);
}
}
void GameHandler::startClientTaxiPath(const std::vector<uint32_t>& pathNodes) {
taxiClientPath_.clear();
taxiClientIndex_ = 0;
taxiClientActive_ = false;
taxiClientSegmentProgress_ = 0.0f;
// Build full spline path using TaxiPathNode waypoints (not just node positions)
for (size_t i = 0; i + 1 < pathNodes.size(); i++) {
uint32_t fromNode = pathNodes[i];
uint32_t toNode = pathNodes[i + 1];
// Find the pathId connecting these nodes
uint32_t pathId = 0;
for (const auto& edge : taxiPathEdges_) {
if (edge.fromNode == fromNode && edge.toNode == toNode) {
pathId = edge.pathId;
break;
}
}
if (pathId == 0) {
LOG_WARNING("No taxi path found from node ", fromNode, " to ", toNode);
continue;
}
// Get spline waypoints for this path segment
auto pathIt = taxiPathNodes_.find(pathId);
if (pathIt != taxiPathNodes_.end()) {
for (const auto& wpNode : pathIt->second) {
glm::vec3 serverPos(wpNode.x, wpNode.y, wpNode.z);
glm::vec3 canonical = core::coords::serverToCanonical(serverPos);
taxiClientPath_.push_back(canonical);
}
} else {
LOG_WARNING("No spline waypoints found for taxi pathId ", pathId);
}
}
if (taxiClientPath_.size() < 2) {
LOG_WARNING("Taxi path too short: ", taxiClientPath_.size(), " waypoints");
return;
}
// Set initial orientation to face the first flight segment
if (!entityManager.hasEntity(playerGuid)) return;
auto playerEntity = entityManager.getEntity(playerGuid);
if (playerEntity) {
glm::vec3 start = taxiClientPath_[0];
glm::vec3 end = taxiClientPath_[1];
glm::vec3 dir = end - start;
float initialOrientation = std::atan2(dir.y, dir.x) - 1.57079632679f;
// Calculate initial pitch from altitude change
glm::vec3 dirNorm = glm::normalize(dir);
float initialPitch = std::asin(std::clamp(dirNorm.z, -1.0f, 1.0f));
float initialRoll = 0.0f; // No initial banking
playerEntity->setPosition(start.x, start.y, start.z, initialOrientation);
movementInfo.orientation = initialOrientation;
// Update mount rotation immediately with pitch and roll
if (taxiOrientationCallback_) {
taxiOrientationCallback_(initialOrientation, initialPitch, initialRoll);
}
}
LOG_INFO("Taxi flight started with ", taxiClientPath_.size(), " spline waypoints");
taxiClientActive_ = true;
}
void GameHandler::updateClientTaxi(float deltaTime) {
if (!taxiClientActive_ || taxiClientPath_.size() < 2) return;
if (!entityManager.hasEntity(playerGuid)) return;
auto playerEntity = entityManager.getEntity(playerGuid);
if (!playerEntity) return;
if (taxiClientIndex_ + 1 >= taxiClientPath_.size()) {
taxiClientActive_ = false;
return;
}
glm::vec3 start = taxiClientPath_[taxiClientIndex_];
glm::vec3 end = taxiClientPath_[taxiClientIndex_ + 1];
glm::vec3 dir = end - start;
float segmentLen = glm::length(dir);
if (segmentLen < 0.01f) {
taxiClientIndex_++;
taxiClientSegmentProgress_ = 0.0f;
return;
}
taxiClientSegmentProgress_ += taxiClientSpeed_ * deltaTime;
float t = taxiClientSegmentProgress_ / segmentLen;
if (t >= 1.0f) {
taxiClientIndex_++;
taxiClientSegmentProgress_ = 0.0f;
if (taxiClientIndex_ + 1 >= taxiClientPath_.size()) {
taxiClientActive_ = false;
onTaxiFlight_ = false;
taxiLandingCooldown_ = 2.0f; // 2 second cooldown to prevent re-entering
if (taxiMountActive_ && mountCallback_) {
mountCallback_(0);
}
taxiMountActive_ = false;
taxiMountDisplayId_ = 0;
currentMountDisplayId_ = 0;
taxiClientPath_.clear();
taxiRecoverPending_ = false;
movementInfo.flags = 0;
movementInfo.flags2 = 0;
if (socket) {
sendMovement(Opcode::CMSG_MOVE_STOP);
sendMovement(Opcode::CMSG_MOVE_HEARTBEAT);
}
LOG_INFO("Taxi flight landed (client path)");
}
return;
}
// Use Catmull-Rom spline for smooth interpolation between waypoints
// Get surrounding points for spline curve
glm::vec3 p0 = (taxiClientIndex_ > 0) ? taxiClientPath_[taxiClientIndex_ - 1] : start;
glm::vec3 p1 = start;
glm::vec3 p2 = end;
glm::vec3 p3 = (taxiClientIndex_ + 2 < taxiClientPath_.size()) ?
taxiClientPath_[taxiClientIndex_ + 2] : end;
// Catmull-Rom spline formula for smooth curves
float t2 = t * t;
float t3 = t2 * t;
glm::vec3 nextPos = 0.5f * (
(2.0f * p1) +
(-p0 + p2) * t +
(2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * t2 +
(-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3
);
// Calculate smooth direction for orientation (tangent to spline)
glm::vec3 tangent = 0.5f * (
(-p0 + p2) +
2.0f * (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * t +
3.0f * (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t2
);
// Calculate yaw from horizontal direction
float targetOrientation = std::atan2(tangent.y, tangent.x) - 1.57079632679f;
// Calculate pitch from vertical component (altitude change)
glm::vec3 tangentNorm = glm::normalize(tangent);
float pitch = std::asin(std::clamp(tangentNorm.z, -1.0f, 1.0f));
// Calculate roll (banking) from rate of yaw change
float currentOrientation = movementInfo.orientation;
float orientDiff = targetOrientation - currentOrientation;
// Normalize angle difference to [-PI, PI]
while (orientDiff > 3.14159265f) orientDiff -= 6.28318530f;
while (orientDiff < -3.14159265f) orientDiff += 6.28318530f;
// Bank proportional to turn rate (scaled for visual effect)
float roll = -orientDiff * 2.5f;
roll = std::clamp(roll, -0.7f, 0.7f); // Limit to ~40 degrees
// Smooth rotation transition (lerp towards target)
float smoothOrientation = currentOrientation + orientDiff * std::min(1.0f, deltaTime * 3.0f);
playerEntity->setPosition(nextPos.x, nextPos.y, nextPos.z, smoothOrientation);
movementInfo.x = nextPos.x;
movementInfo.y = nextPos.y;
movementInfo.z = nextPos.z;
movementInfo.orientation = smoothOrientation;
// Update mount rotation with yaw, pitch, and roll for realistic flight
if (taxiOrientationCallback_) {
taxiOrientationCallback_(smoothOrientation, pitch, roll);
}
}
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;
taxiMountActive_ = false;
taxiMountDisplayId_ = 0;
taxiActivatePending_ = false;
taxiActivateTimer_ = 0.0f;
applyTaxiMountForCurrentNode();
LOG_INFO("Taxi flight started!");
} else {
LOG_WARNING("Taxi activation failed, result=", data.result);
addSystemChatMessage("Cannot take that flight path.");
taxiActivatePending_ = false;
taxiActivateTimer_ = 0.0f;
if (taxiMountActive_ && mountCallback_) {
mountCallback_(0);
}
taxiMountActive_ = false;
taxiMountDisplayId_ = 0;
onTaxiFlight_ = false;
}
}
void GameHandler::closeTaxi() {
taxiWindowOpen_ = false;
}
void GameHandler::buildTaxiCostMap() {
taxiCostMap_.clear();
uint32_t startNode = currentTaxiData_.nearestNode;
if (startNode == 0) return;
// Build adjacency list with costs from all edges (path may traverse unknown nodes)
struct AdjEntry { uint32_t node; uint32_t cost; };
std::unordered_map<uint32_t, std::vector<AdjEntry>> adj;
for (const auto& edge : taxiPathEdges_) {
adj[edge.fromNode].push_back({edge.toNode, edge.cost});
}
// 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;
}
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;
// If already mounted, dismount before starting a taxi flight.
if (isMounted()) {
LOG_INFO("Taxi activate: dismounting current mount");
if (mountCallback_) mountCallback_(0);
currentMountDisplayId_ = 0;
dismount();
}
addSystemChatMessage("Taxi: requesting flight...");
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// 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);
}
uint32_t totalCost = getTaxiCostTo(destNodeId);
LOG_INFO("Taxi activate: start=", startNode, " dest=", destNodeId, " cost=", totalCost);
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// Some servers only accept basic CMSG_ACTIVATETAXI.
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auto basicPkt = ActivateTaxiPacket::build(taxiNpcGuid_, startNode, destNodeId);
socket->send(basicPkt);
// Others accept express with a full node path + cost.
auto pkt = ActivateTaxiExpressPacket::build(taxiNpcGuid_, totalCost, path);
socket->send(pkt);
// Optimistically start taxi visuals; server will correct if it denies.
taxiActivatePending_ = true;
taxiActivateTimer_ = 0.0f;
if (!onTaxiFlight_) {
onTaxiFlight_ = true;
applyTaxiMountForCurrentNode();
}
// Start mounting delay (gives terrain precache time to load)
taxiMountingDelay_ = true;
taxiMountingTimer_ = 0.0f;
taxiPendingPath_ = path;
// Trigger terrain precache immediately (uses mounting delay time to load)
if (taxiPrecacheCallback_) {
std::vector<glm::vec3> previewPath;
// Build full spline path using TaxiPathNode waypoints
for (size_t i = 0; i + 1 < path.size(); i++) {
uint32_t fromNode = path[i];
uint32_t toNode = path[i + 1];
// Find the pathId connecting these nodes
uint32_t pathId = 0;
for (const auto& edge : taxiPathEdges_) {
if (edge.fromNode == fromNode && edge.toNode == toNode) {
pathId = edge.pathId;
break;
}
}
if (pathId == 0) continue;
// Get spline waypoints for this path segment
auto pathIt = taxiPathNodes_.find(pathId);
if (pathIt != taxiPathNodes_.end()) {
for (const auto& wpNode : pathIt->second) {
glm::vec3 serverPos(wpNode.x, wpNode.y, wpNode.z);
glm::vec3 canonical = core::coords::serverToCanonical(serverPos);
previewPath.push_back(canonical);
}
}
}
if (previewPath.size() >= 2) {
taxiPrecacheCallback_(previewPath);
}
}
addSystemChatMessage("Mounting for flight...");
// Save recovery target in case of disconnect during taxi.
auto destIt = taxiNodes_.find(destNodeId);
if (destIt != taxiNodes_.end()) {
taxiRecoverMapId_ = destIt->second.mapId;
taxiRecoverPos_ = core::coords::serverToCanonical(
glm::vec3(destIt->second.x, destIt->second.y, destIt->second.z));
taxiRecoverPending_ = false;
}
}
// ============================================================
// 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);
}
}
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, ")");
}
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
}
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);
}
}
// ============================================================
// 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);
}
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];
}
LOG_INFO("Character config loaded from ", path);
}
}
} // namespace game
} // namespace wowee