Add character creation screen with race/class/appearance customization

Implements a full character creation UI integrated into the existing flow.
In single-player mode, auth screen now goes to character creation before
entering the world. In online mode, a "Create Character" button on the
character selection screen sends CMSG_CHAR_CREATE to the server. Includes
WoW 3.3.5a race/class combo validation and appearance range limits.
This commit is contained in:
Kelsi 2026-02-05 14:13:48 -08:00
parent 129bbac9b3
commit 0605d1522d
16 changed files with 611 additions and 30 deletions

View file

@ -142,6 +142,7 @@ set(WOWEE_SOURCES
src/ui/ui_manager.cpp
src/ui/auth_screen.cpp
src/ui/realm_screen.cpp
src/ui/character_create_screen.cpp
src/ui/character_screen.cpp
src/ui/game_screen.cpp
src/ui/inventory_screen.cpp
@ -226,6 +227,7 @@ set(WOWEE_HEADERS
include/ui/ui_manager.hpp
include/ui/auth_screen.hpp
include/ui/realm_screen.hpp
include/ui/character_create_screen.hpp
include/ui/character_screen.hpp
include/ui/game_screen.hpp
include/ui/inventory_screen.hpp

View file

@ -20,6 +20,7 @@ namespace core {
enum class AppState {
AUTHENTICATION,
REALM_SELECTION,
CHARACTER_CREATION,
CHARACTER_SELECTION,
IN_GAME,
DISCONNECTED

View file

@ -110,6 +110,14 @@ struct Character {
bool hasPet() const { return pet.exists(); }
};
// Race/class combo and appearance range validation (WoW 3.3.5a)
bool isValidRaceClassCombo(Race race, Class cls);
uint8_t getMaxSkin(Race race, Gender gender);
uint8_t getMaxFace(Race race, Gender gender);
uint8_t getMaxHairStyle(Race race, Gender gender);
uint8_t getMaxHairColor(Race race, Gender gender);
uint8_t getMaxFacialFeature(Race race, Gender gender);
/**
* Get human-readable race name
*/

View file

@ -102,6 +102,11 @@ public:
*/
const std::vector<Character>& getCharacters() const { return characters; }
void createCharacter(const CharCreateData& data);
using CharCreateCallback = std::function<void(bool success, const std::string& message)>;
void setCharCreateCallback(CharCreateCallback cb) { charCreateCallback_ = std::move(cb); }
/**
* Select and log in with a character
* @param characterGuid GUID of character to log in with
@ -210,6 +215,7 @@ public:
// Single-player mode
void setSinglePlayerMode(bool sp) { singlePlayerMode_ = sp; }
bool isSinglePlayerMode() const { return singlePlayerMode_; }
void simulateMotd(const std::vector<std::string>& lines);
// NPC death callback (single-player)
using NpcDeathCallback = std::function<void(uint64_t guid)>;
@ -375,6 +381,9 @@ private:
void handleGroupUninvite(network::Packet& packet);
void handlePartyCommandResult(network::Packet& packet);
// ---- Character creation handler ----
void handleCharCreateResponse(network::Packet& packet);
// ---- XP handler ----
void handleXpGain(network::Packet& packet);
@ -515,6 +524,7 @@ private:
// Callbacks
WorldConnectSuccessCallback onSuccess;
WorldConnectFailureCallback onFailure;
CharCreateCallback charCreateCallback_;
// ---- XP tracking ----
uint32_t playerXp_ = 0;

View file

@ -12,6 +12,7 @@ enum class Opcode : uint16_t {
// ---- Client to Server (Core) ----
CMSG_PING = 0x1DC,
CMSG_AUTH_SESSION = 0x1ED,
CMSG_CHAR_CREATE = 0x036,
CMSG_CHAR_ENUM = 0x037,
CMSG_PLAYER_LOGIN = 0x03D,
@ -35,6 +36,7 @@ enum class Opcode : uint16_t {
// ---- Server to Client (Core) ----
SMSG_AUTH_CHALLENGE = 0x1EC,
SMSG_AUTH_RESPONSE = 0x1EE,
SMSG_CHAR_CREATE = 0x03A,
SMSG_CHAR_ENUM = 0x03B,
SMSG_PONG = 0x1DD,
SMSG_LOGIN_VERIFY_WORLD = 0x236,

View file

@ -2,6 +2,7 @@
#include "network/packet.hpp"
#include "game/opcodes.hpp"
#include "game/character.hpp"
#include "game/entity.hpp"
#include "game/spell_defines.hpp"
#include "game/group_defines.hpp"
@ -167,6 +168,47 @@ public:
static bool parse(network::Packet& packet, CharEnumResponse& response);
};
// ============================================================
// Character Creation
// ============================================================
enum class CharCreateResult : uint8_t {
SUCCESS = 0x00,
ERROR = 0x01,
FAILED = 0x02,
NAME_IN_USE = 0x03,
DISABLED = 0x04,
PVP_TEAMS_VIOLATION = 0x05,
SERVER_LIMIT = 0x06,
ACCOUNT_LIMIT = 0x07,
};
struct CharCreateData {
std::string name;
Race race;
Class characterClass;
Gender gender;
uint8_t skin = 0;
uint8_t face = 0;
uint8_t hairStyle = 0;
uint8_t hairColor = 0;
uint8_t facialHair = 0;
};
class CharCreatePacket {
public:
static network::Packet build(const CharCreateData& data);
};
struct CharCreateResponseData {
CharCreateResult result;
};
class CharCreateResponseParser {
public:
static bool parse(network::Packet& packet, CharCreateResponseData& data);
};
/**
* CMSG_PLAYER_LOGIN packet builder
*

View file

@ -0,0 +1,42 @@
#pragma once
#include "game/character.hpp"
#include "game/world_packets.hpp"
#include <imgui.h>
#include <string>
#include <functional>
#include <vector>
namespace wowee {
namespace game { class GameHandler; }
namespace ui {
class CharacterCreateScreen {
public:
CharacterCreateScreen();
void render(game::GameHandler& gameHandler);
void setOnCreate(std::function<void(const game::CharCreateData&)> cb) { onCreate = std::move(cb); }
void setOnCancel(std::function<void()> cb) { onCancel = std::move(cb); }
void setStatus(const std::string& msg, bool isError = false);
void reset();
private:
char nameBuffer[13] = {}; // WoW max name = 12 chars + null
int raceIndex = 0;
int classIndex = 0;
int genderIndex = 0;
int skin = 0, face = 0, hairStyle = 0, hairColor = 0, facialHair = 0;
std::string statusMessage;
bool statusIsError = false;
std::vector<game::Class> availableClasses;
void updateAvailableClasses();
std::function<void(const game::CharCreateData&)> onCreate;
std::function<void()> onCancel;
};
} // namespace ui
} // namespace wowee

View file

@ -30,6 +30,8 @@ public:
onCharacterSelected = callback;
}
void setOnCreateCharacter(std::function<void()> cb) { onCreateCharacter = std::move(cb); }
/**
* Check if a character has been selected
*/
@ -51,6 +53,7 @@ private:
// Callbacks
std::function<void(uint64_t)> onCharacterSelected;
std::function<void()> onCreateCharacter;
/**
* Update status message

View file

@ -2,6 +2,7 @@
#include "ui/auth_screen.hpp"
#include "ui/realm_screen.hpp"
#include "ui/character_create_screen.hpp"
#include "ui/character_screen.hpp"
#include "ui/game_screen.hpp"
#include <memory>
@ -64,6 +65,7 @@ public:
*/
AuthScreen& getAuthScreen() { return *authScreen; }
RealmScreen& getRealmScreen() { return *realmScreen; }
CharacterCreateScreen& getCharacterCreateScreen() { return *characterCreateScreen; }
CharacterScreen& getCharacterScreen() { return *characterScreen; }
GameScreen& getGameScreen() { return *gameScreen; }
@ -73,6 +75,7 @@ private:
// UI Screens
std::unique_ptr<AuthScreen> authScreen;
std::unique_ptr<RealmScreen> realmScreen;
std::unique_ptr<CharacterCreateScreen> characterCreateScreen;
std::unique_ptr<CharacterScreen> characterScreen;
std::unique_ptr<GameScreen> gameScreen;

View file

@ -296,6 +296,9 @@ void Application::setState(AppState newState) {
case AppState::REALM_SELECTION:
// Show realm screen
break;
case AppState::CHARACTER_CREATION:
// Show character create screen
break;
case AppState::CHARACTER_SELECTION:
// Show character screen
break;
@ -340,6 +343,10 @@ void Application::update(float deltaTime) {
}
break;
case AppState::CHARACTER_CREATION:
// Character creation update
break;
case AppState::CHARACTER_SELECTION:
// Character selection update
break;
@ -437,10 +444,13 @@ void Application::setupUICallbacks() {
setState(AppState::REALM_SELECTION);
});
// Single-player mode callback
// Single-player mode callback — go to character creation first
uiManager->getAuthScreen().setOnSinglePlayer([this]() {
LOG_INFO("Single-player mode selected");
startSinglePlayer();
LOG_INFO("Single-player mode selected, opening character creation");
singlePlayerMode = true;
gameHandler->setSinglePlayerMode(true);
uiManager->getCharacterCreateScreen().reset();
setState(AppState::CHARACTER_CREATION);
});
// Realm selection callback
@ -472,7 +482,54 @@ void Application::setupUICallbacks() {
// Character selection callback
uiManager->getCharacterScreen().setOnCharacterSelected([this](uint64_t characterGuid) {
LOG_INFO("Character selected: GUID=0x", std::hex, characterGuid, std::dec);
if (singlePlayerMode) {
// Use created character's data for level/HP
for (const auto& ch : gameHandler->getCharacters()) {
if (ch.guid == characterGuid) {
uint32_t maxHp = 20 + static_cast<uint32_t>(ch.level) * 10;
gameHandler->initLocalPlayerStats(ch.level, maxHp, maxHp);
break;
}
}
startSinglePlayer();
} else {
setState(AppState::IN_GAME);
}
});
// Character create screen callbacks
uiManager->getCharacterCreateScreen().setOnCreate([this](const game::CharCreateData& data) {
gameHandler->createCharacter(data);
});
uiManager->getCharacterCreateScreen().setOnCancel([this]() {
if (singlePlayerMode) {
setState(AppState::AUTHENTICATION);
singlePlayerMode = false;
gameHandler->setSinglePlayerMode(false);
} else {
setState(AppState::CHARACTER_SELECTION);
}
});
// Character create result callback
gameHandler->setCharCreateCallback([this](bool success, const std::string& msg) {
if (success) {
if (singlePlayerMode) {
// In single-player, go straight to character selection showing the new character
setState(AppState::CHARACTER_SELECTION);
} else {
setState(AppState::CHARACTER_SELECTION);
}
} else {
uiManager->getCharacterCreateScreen().setStatus(msg, true);
}
});
// "Create Character" button on character screen
uiManager->getCharacterScreen().setOnCreateCharacter([this]() {
uiManager->getCharacterCreateScreen().reset();
setState(AppState::CHARACTER_CREATION);
});
}
@ -919,10 +976,13 @@ void Application::startSinglePlayer() {
// Enable single-player combat mode on game handler
if (gameHandler) {
gameHandler->setSinglePlayerMode(true);
// Only init stats with defaults if not already set (e.g. via character creation)
if (gameHandler->getLocalPlayerMaxHealth() == 0) {
uint32_t level = 10;
uint32_t maxHealth = 20 + level * 10;
gameHandler->initLocalPlayerStats(level, maxHealth, maxHealth);
}
}
// Create world object for single-player
if (!world) {
@ -938,27 +998,6 @@ void Application::startSinglePlayer() {
// Load weapon models for equipped items (after inventory is populated)
loadEquippedWeapons();
// Emulate server MOTD in single-player
if (gameHandler) {
std::vector<std::string> motdLines;
if (const char* motdEnv = std::getenv("WOW_SP_MOTD")) {
std::string raw = motdEnv;
size_t start = 0;
while (start <= raw.size()) {
size_t pos = raw.find('|', start);
if (pos == std::string::npos) pos = raw.size();
std::string line = raw.substr(start, pos - start);
if (!line.empty()) motdLines.push_back(line);
start = pos + 1;
if (pos == raw.size()) break;
}
}
if (motdLines.empty()) {
motdLines.push_back("Wowee Single Player");
}
gameHandler->simulateMotd(motdLines);
}
// --- Loading screen: load terrain and wait for streaming before spawning ---
const SpawnPreset* spawnPreset = selectSpawnPreset(std::getenv("WOW_SPAWN"));
// Canonical WoW coords: +X=North, +Y=West, +Z=Up
@ -1099,6 +1138,26 @@ void Application::startSinglePlayer() {
// Go directly to game
setState(AppState::IN_GAME);
// Emulate server MOTD in single-player (after entering game)
if (gameHandler) {
std::vector<std::string> motdLines;
if (const char* motdEnv = std::getenv("WOW_SP_MOTD")) {
std::string raw = motdEnv;
size_t start = 0;
while (start <= raw.size()) {
size_t pos = raw.find('|', start);
if (pos == std::string::npos) pos = raw.size();
std::string line = raw.substr(start, pos - start);
if (!line.empty()) motdLines.push_back(line);
start = pos + 1;
if (pos == raw.size()) break;
}
}
if (motdLines.empty()) {
motdLines.push_back("Wowee Single Player");
}
gameHandler->simulateMotd(motdLines);
}
LOG_INFO("Single-player mode started - press F1 for performance HUD");
}

View file

@ -3,6 +3,54 @@
namespace wowee {
namespace game {
bool isValidRaceClassCombo(Race race, Class cls) {
// WoW 3.3.5a valid race/class combinations
switch (race) {
case Race::HUMAN:
return cls == Class::WARRIOR || cls == Class::PALADIN || cls == Class::ROGUE ||
cls == Class::PRIEST || cls == Class::MAGE || cls == Class::WARLOCK ||
cls == Class::DEATH_KNIGHT;
case Race::ORC:
return cls == Class::WARRIOR || cls == Class::HUNTER || cls == Class::ROGUE ||
cls == Class::SHAMAN || cls == Class::WARLOCK || cls == Class::DEATH_KNIGHT;
case Race::DWARF:
return cls == Class::WARRIOR || cls == Class::PALADIN || cls == Class::HUNTER ||
cls == Class::ROGUE || cls == Class::PRIEST || cls == Class::DEATH_KNIGHT;
case Race::NIGHT_ELF:
return cls == Class::WARRIOR || cls == Class::HUNTER || cls == Class::ROGUE ||
cls == Class::PRIEST || cls == Class::DRUID || cls == Class::DEATH_KNIGHT;
case Race::UNDEAD:
return cls == Class::WARRIOR || cls == Class::ROGUE || cls == Class::PRIEST ||
cls == Class::MAGE || cls == Class::WARLOCK || cls == Class::DEATH_KNIGHT;
case Race::TAUREN:
return cls == Class::WARRIOR || cls == Class::HUNTER || cls == Class::DRUID ||
cls == Class::SHAMAN || cls == Class::DEATH_KNIGHT;
case Race::GNOME:
return cls == Class::WARRIOR || cls == Class::ROGUE || cls == Class::MAGE ||
cls == Class::WARLOCK || cls == Class::DEATH_KNIGHT;
case Race::TROLL:
return cls == Class::WARRIOR || cls == Class::HUNTER || cls == Class::ROGUE ||
cls == Class::PRIEST || cls == Class::SHAMAN || cls == Class::MAGE ||
cls == Class::DEATH_KNIGHT;
case Race::BLOOD_ELF:
return cls == Class::PALADIN || cls == Class::HUNTER || cls == Class::ROGUE ||
cls == Class::PRIEST || cls == Class::MAGE || cls == Class::WARLOCK ||
cls == Class::DEATH_KNIGHT;
case Race::DRAENEI:
return cls == Class::WARRIOR || cls == Class::PALADIN || cls == Class::HUNTER ||
cls == Class::PRIEST || cls == Class::SHAMAN || cls == Class::MAGE ||
cls == Class::DEATH_KNIGHT;
default:
return false;
}
}
uint8_t getMaxSkin(Race /*race*/, Gender /*gender*/) { return 9; }
uint8_t getMaxFace(Race /*race*/, Gender /*gender*/) { return 9; }
uint8_t getMaxHairStyle(Race /*race*/, Gender /*gender*/) { return 11; }
uint8_t getMaxHairColor(Race /*race*/, Gender /*gender*/) { return 9; }
uint8_t getMaxFacialFeature(Race /*race*/, Gender /*gender*/) { return 8; }
const char* getRaceName(Race race) {
switch (race) {
case Race::HUMAN: return "Human";

View file

@ -501,6 +501,10 @@ void GameHandler::handlePacket(network::Packet& packet) {
}
break;
case Opcode::SMSG_CHAR_CREATE:
handleCharCreateResponse(packet);
break;
case Opcode::SMSG_CHAR_ENUM:
if (state == WorldState::CHAR_LIST_REQUESTED) {
handleCharEnum(packet);
@ -822,6 +826,81 @@ void GameHandler::handleCharEnum(network::Packet& packet) {
LOG_INFO("Ready to select character");
}
void GameHandler::createCharacter(const CharCreateData& data) {
if (singlePlayerMode_) {
// Create character locally
Character ch;
ch.guid = 0x0000000100000001ULL + characters.size();
ch.name = data.name;
ch.race = data.race;
ch.characterClass = data.characterClass;
ch.gender = data.gender;
ch.level = 1;
ch.appearanceBytes = (static_cast<uint32_t>(data.skin)) |
(static_cast<uint32_t>(data.face) << 8) |
(static_cast<uint32_t>(data.hairStyle) << 16) |
(static_cast<uint32_t>(data.hairColor) << 24);
ch.facialFeatures = data.facialHair;
ch.zoneId = 12; // Elwynn Forest default
ch.mapId = 0;
ch.x = -8949.95f;
ch.y = -132.493f;
ch.z = 83.5312f;
ch.guildId = 0;
ch.flags = 0;
ch.pet = {};
characters.push_back(ch);
LOG_INFO("Single-player character created: ", ch.name);
if (charCreateCallback_) {
charCreateCallback_(true, "Character created!");
}
return;
}
// 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::NAME_IN_USE: msg = "Name already in use"; break;
case CharCreateResult::DISABLED: msg = "Character creation disabled"; break;
case CharCreateResult::SERVER_LIMIT: msg = "Server character limit reached"; break;
case CharCreateResult::ACCOUNT_LIMIT: msg = "Account character limit reached"; break;
default: msg = "Character creation failed"; break;
}
LOG_WARNING("Character creation failed: ", msg);
if (charCreateCallback_) {
charCreateCallback_(false, msg);
}
}
}
void GameHandler::selectCharacter(uint64_t characterGuid) {
if (state != WorldState::CHAR_LIST_RECEIVED) {
LOG_WARNING("Cannot select character in state: ", (int)state);
@ -2489,6 +2568,15 @@ void GameHandler::simulateXpGain(uint64_t victimGuid, uint32_t totalXp) {
handleXpGain(packet);
}
void GameHandler::simulateMotd(const std::vector<std::string>& lines) {
network::Packet packet(static_cast<uint16_t>(Opcode::SMSG_MOTD));
packet.writeUInt32(static_cast<uint32_t>(lines.size()));
for (const auto& line : lines) {
packet.writeString(line);
}
handleMotd(packet);
}
void GameHandler::addMoneyCopper(uint32_t amount) {
if (amount == 0) return;
playerMoneyCopper_ += amount;

View file

@ -202,6 +202,35 @@ const char* getAuthResultString(AuthResult result) {
}
}
// ============================================================
// Character Creation
// ============================================================
network::Packet CharCreatePacket::build(const CharCreateData& data) {
network::Packet packet(static_cast<uint16_t>(Opcode::CMSG_CHAR_CREATE));
packet.writeString(data.name); // null-terminated name
packet.writeUInt8(static_cast<uint8_t>(data.race));
packet.writeUInt8(static_cast<uint8_t>(data.characterClass));
packet.writeUInt8(static_cast<uint8_t>(data.gender));
packet.writeUInt8(data.skin);
packet.writeUInt8(data.face);
packet.writeUInt8(data.hairStyle);
packet.writeUInt8(data.hairColor);
packet.writeUInt8(data.facialHair);
packet.writeUInt8(0); // outfitId, always 0
LOG_DEBUG("Built CMSG_CHAR_CREATE: name=", data.name);
return packet;
}
bool CharCreateResponseParser::parse(network::Packet& packet, CharCreateResponseData& data) {
data.result = static_cast<CharCreateResult>(packet.readUInt8());
LOG_INFO("SMSG_CHAR_CREATE result: ", static_cast<int>(data.result));
return true;
}
network::Packet CharEnumPacket::build() {
// CMSG_CHAR_ENUM has no body - just the opcode
network::Packet packet(static_cast<uint16_t>(Opcode::CMSG_CHAR_ENUM));

View file

@ -0,0 +1,226 @@
#include "ui/character_create_screen.hpp"
#include "game/game_handler.hpp"
#include <imgui.h>
#include <cstring>
namespace wowee {
namespace ui {
static const game::Race allRaces[] = {
// Alliance
game::Race::HUMAN, game::Race::DWARF, game::Race::NIGHT_ELF,
game::Race::GNOME, game::Race::DRAENEI,
// Horde
game::Race::ORC, game::Race::UNDEAD, game::Race::TAUREN,
game::Race::TROLL, game::Race::BLOOD_ELF,
};
static constexpr int RACE_COUNT = 10;
static constexpr int ALLIANCE_COUNT = 5;
static const game::Class allClasses[] = {
game::Class::WARRIOR, game::Class::PALADIN, game::Class::HUNTER,
game::Class::ROGUE, game::Class::PRIEST, game::Class::DEATH_KNIGHT,
game::Class::SHAMAN, game::Class::MAGE, game::Class::WARLOCK,
game::Class::DRUID,
};
CharacterCreateScreen::CharacterCreateScreen() {
reset();
}
void CharacterCreateScreen::reset() {
std::memset(nameBuffer, 0, sizeof(nameBuffer));
raceIndex = 0;
classIndex = 0;
genderIndex = 0;
skin = 0;
face = 0;
hairStyle = 0;
hairColor = 0;
facialHair = 0;
statusMessage.clear();
statusIsError = false;
updateAvailableClasses();
}
void CharacterCreateScreen::setStatus(const std::string& msg, bool isError) {
statusMessage = msg;
statusIsError = isError;
}
void CharacterCreateScreen::updateAvailableClasses() {
availableClasses.clear();
game::Race race = allRaces[raceIndex];
for (auto cls : allClasses) {
if (game::isValidRaceClassCombo(race, cls)) {
availableClasses.push_back(cls);
}
}
// Clamp class index
if (classIndex >= static_cast<int>(availableClasses.size())) {
classIndex = 0;
}
}
void CharacterCreateScreen::render(game::GameHandler& /*gameHandler*/) {
ImVec2 displaySize = ImGui::GetIO().DisplaySize;
ImVec2 winSize(600, 520);
ImGui::SetNextWindowSize(winSize, ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2((displaySize.x - winSize.x) * 0.5f,
(displaySize.y - winSize.y) * 0.5f),
ImGuiCond_FirstUseEver);
ImGui::Begin("Create Character", nullptr, ImGuiWindowFlags_NoCollapse);
ImGui::Text("Create Character");
ImGui::Separator();
ImGui::Spacing();
// Name input
ImGui::Text("Name:");
ImGui::SameLine(100);
ImGui::SetNextItemWidth(200);
ImGui::InputText("##name", nameBuffer, sizeof(nameBuffer));
ImGui::Spacing();
// Race selection
ImGui::Text("Race:");
ImGui::SameLine(100);
ImGui::BeginGroup();
ImGui::TextColored(ImVec4(0.3f, 0.5f, 1.0f, 1.0f), "Alliance:");
ImGui::SameLine();
for (int i = 0; i < ALLIANCE_COUNT; ++i) {
if (i > 0) ImGui::SameLine();
bool selected = (raceIndex == i);
if (selected) ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.3f, 0.5f, 1.0f, 0.8f));
if (ImGui::SmallButton(game::getRaceName(allRaces[i]))) {
if (raceIndex != i) {
raceIndex = i;
classIndex = 0;
skin = face = hairStyle = hairColor = facialHair = 0;
updateAvailableClasses();
}
}
if (selected) ImGui::PopStyleColor();
}
ImGui::TextColored(ImVec4(1.0f, 0.3f, 0.3f, 1.0f), "Horde:");
ImGui::SameLine();
for (int i = ALLIANCE_COUNT; i < RACE_COUNT; ++i) {
if (i > ALLIANCE_COUNT) ImGui::SameLine();
bool selected = (raceIndex == i);
if (selected) ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1.0f, 0.3f, 0.3f, 0.8f));
if (ImGui::SmallButton(game::getRaceName(allRaces[i]))) {
if (raceIndex != i) {
raceIndex = i;
classIndex = 0;
skin = face = hairStyle = hairColor = facialHair = 0;
updateAvailableClasses();
}
}
if (selected) ImGui::PopStyleColor();
}
ImGui::EndGroup();
ImGui::Spacing();
// Class selection
ImGui::Text("Class:");
ImGui::SameLine(100);
if (!availableClasses.empty()) {
ImGui::BeginGroup();
for (int i = 0; i < static_cast<int>(availableClasses.size()); ++i) {
if (i > 0) ImGui::SameLine();
bool selected = (classIndex == i);
if (selected) ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.2f, 0.6f, 0.2f, 0.8f));
if (ImGui::SmallButton(game::getClassName(availableClasses[i]))) {
classIndex = i;
}
if (selected) ImGui::PopStyleColor();
}
ImGui::EndGroup();
}
ImGui::Spacing();
// Gender
ImGui::Text("Gender:");
ImGui::SameLine(100);
ImGui::RadioButton("Male", &genderIndex, 0);
ImGui::SameLine();
ImGui::RadioButton("Female", &genderIndex, 1);
ImGui::Spacing();
ImGui::Separator();
ImGui::Spacing();
// Appearance sliders
game::Race currentRace = allRaces[raceIndex];
game::Gender currentGender = static_cast<game::Gender>(genderIndex);
ImGui::Text("Appearance");
ImGui::Spacing();
auto slider = [](const char* label, int* val, int maxVal) {
ImGui::Text("%s", label);
ImGui::SameLine(120);
ImGui::SetNextItemWidth(200);
char id[32];
snprintf(id, sizeof(id), "##%s", label);
ImGui::SliderInt(id, val, 0, maxVal);
};
slider("Skin", &skin, game::getMaxSkin(currentRace, currentGender));
slider("Face", &face, game::getMaxFace(currentRace, currentGender));
slider("Hair Style", &hairStyle, game::getMaxHairStyle(currentRace, currentGender));
slider("Hair Color", &hairColor, game::getMaxHairColor(currentRace, currentGender));
slider("Facial Feature", &facialHair, game::getMaxFacialFeature(currentRace, currentGender));
ImGui::Spacing();
ImGui::Separator();
ImGui::Spacing();
// Status message
if (!statusMessage.empty()) {
ImVec4 color = statusIsError ? ImVec4(1.0f, 0.3f, 0.3f, 1.0f) : ImVec4(0.3f, 1.0f, 0.3f, 1.0f);
ImGui::TextColored(color, "%s", statusMessage.c_str());
ImGui::Spacing();
}
// Buttons
if (ImGui::Button("Create", ImVec2(150, 35))) {
std::string name(nameBuffer);
if (name.empty()) {
setStatus("Please enter a character name.", true);
} else if (availableClasses.empty()) {
setStatus("No valid class for this race.", true);
} else {
game::CharCreateData data;
data.name = name;
data.race = allRaces[raceIndex];
data.characterClass = availableClasses[classIndex];
data.gender = currentGender;
data.skin = static_cast<uint8_t>(skin);
data.face = static_cast<uint8_t>(face);
data.hairStyle = static_cast<uint8_t>(hairStyle);
data.hairColor = static_cast<uint8_t>(hairColor);
data.facialHair = static_cast<uint8_t>(facialHair);
if (onCreate) {
onCreate(data);
}
}
}
ImGui::SameLine();
if (ImGui::Button("Back", ImVec2(150, 35))) {
if (onCancel) {
onCancel();
}
}
ImGui::End();
}
} // namespace ui
} // namespace wowee

View file

@ -148,7 +148,10 @@ void CharacterScreen::render(game::GameHandler& gameHandler) {
ss << "Entering world with " << character.name << "...";
setStatus(ss.str());
// Only send CMSG_PLAYER_LOGIN in online mode
if (!gameHandler.isSinglePlayerMode()) {
gameHandler.selectCharacter(character.guid);
}
// Call callback
if (onCharacterSelected) {
@ -169,7 +172,7 @@ void CharacterScreen::render(game::GameHandler& gameHandler) {
ImGui::Separator();
ImGui::Spacing();
// Back/Refresh buttons
// Back/Refresh/Create buttons
if (ImGui::Button("Refresh", ImVec2(120, 0))) {
if (gameHandler.getState() == game::WorldState::READY ||
gameHandler.getState() == game::WorldState::CHAR_LIST_RECEIVED) {
@ -178,6 +181,14 @@ void CharacterScreen::render(game::GameHandler& gameHandler) {
}
}
ImGui::SameLine();
if (ImGui::Button("Create Character", ImVec2(150, 0))) {
if (onCreateCharacter) {
onCreateCharacter();
}
}
ImGui::End();
}

View file

@ -15,6 +15,7 @@ UIManager::UIManager() {
// Create screen instances
authScreen = std::make_unique<AuthScreen>();
realmScreen = std::make_unique<RealmScreen>();
characterCreateScreen = std::make_unique<CharacterCreateScreen>();
characterScreen = std::make_unique<CharacterScreen>();
gameScreen = std::make_unique<GameScreen>();
}
@ -101,6 +102,12 @@ void UIManager::render(core::AppState appState, auth::AuthHandler* authHandler,
}
break;
case core::AppState::CHARACTER_CREATION:
if (gameHandler) {
characterCreateScreen->render(*gameHandler);
}
break;
case core::AppState::CHARACTER_SELECTION:
if (gameHandler) {
characterScreen->render(*gameHandler);