Add movement packed GUID, inventory money display, and character screen buttons

Fix movement packets to include packed player GUID prefix so the server
tracks position. Fix inventory money display being clipped by child panels.
Add Back and Delete Character buttons to character selection screen with
two-step delete confirmation.
This commit is contained in:
Kelsi 2026-02-06 03:24:46 -08:00
parent e327344a9b
commit 20f89b2d4a
9 changed files with 156 additions and 15 deletions

View file

@ -640,6 +640,39 @@ void Application::setupUICallbacks() {
uiManager->getCharacterCreateScreen().initializePreview(assetManager.get());
setState(AppState::CHARACTER_CREATION);
});
// "Back" button on character screen
uiManager->getCharacterScreen().setOnBack([this]() {
if (singlePlayerMode) {
setState(AppState::AUTHENTICATION);
singlePlayerMode = false;
gameHandler->setSinglePlayerMode(false);
} else {
setState(AppState::REALM_SELECTION);
}
});
// "Delete Character" button on character screen
uiManager->getCharacterScreen().setOnDeleteCharacter([this](uint64_t guid) {
if (gameHandler) {
gameHandler->deleteCharacter(guid);
}
});
// Character delete result callback
gameHandler->setCharDeleteCallback([this](bool success) {
if (success) {
uiManager->getCharacterScreen().setStatus("Character deleted.");
// Refresh character list
if (singlePlayerMode) {
gameHandler->setSinglePlayerCharListReady();
} else {
gameHandler->requestCharacterList();
}
} else {
uiManager->getCharacterScreen().setStatus("Delete failed.");
}
});
}
void Application::spawnPlayerCharacter() {

View file

@ -894,6 +894,15 @@ void GameHandler::handlePacket(network::Packet& packet) {
handleCharCreateResponse(packet);
break;
case Opcode::SMSG_CHAR_DELETE: {
uint8_t result = packet.readUInt8();
bool success = (result == 0x47); // CHAR_DELETE_SUCCESS
LOG_INFO("SMSG_CHAR_DELETE result: ", (int)result, success ? " (success)" : " (failed)");
if (success) requestCharacterList();
if (charDeleteCallback_) charDeleteCallback_(success);
break;
}
case Opcode::SMSG_CHAR_ENUM:
if (state == WorldState::CHAR_LIST_REQUESTED) {
handleCharEnum(packet);
@ -1393,6 +1402,45 @@ void GameHandler::handleCharCreateResponse(network::Packet& packet) {
}
}
void GameHandler::deleteCharacter(uint64_t characterGuid) {
if (singlePlayerMode_) {
// Remove from local list
characters.erase(
std::remove_if(characters.begin(), characters.end(),
[characterGuid](const Character& c) { return c.guid == characterGuid; }),
characters.end());
// Remove from database
auto& sp = getSinglePlayerSqlite();
if (sp.db) {
const char* sql = "DELETE FROM characters WHERE guid=?";
sqlite3_stmt* stmt = nullptr;
if (sqlite3_prepare_v2(sp.db, sql, -1, &stmt, nullptr) == SQLITE_OK) {
sqlite3_bind_int64(stmt, 1, static_cast<sqlite3_int64>(characterGuid));
sqlite3_step(stmt);
sqlite3_finalize(stmt);
}
const char* sql2 = "DELETE FROM character_inventory WHERE guid=?";
if (sqlite3_prepare_v2(sp.db, sql2, -1, &stmt, nullptr) == SQLITE_OK) {
sqlite3_bind_int64(stmt, 1, static_cast<sqlite3_int64>(characterGuid));
sqlite3_step(stmt);
sqlite3_finalize(stmt);
}
}
if (charDeleteCallback_) charDeleteCallback_(true);
return;
}
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) {
@ -2262,7 +2310,7 @@ void GameHandler::sendMovement(Opcode opcode) {
wireInfo.z = serverPos.z;
// Build and send movement packet
auto packet = MovementPacket::build(opcode, wireInfo);
auto packet = MovementPacket::build(opcode, wireInfo, playerGuid);
socket->send(packet);
}

View file

@ -517,16 +517,33 @@ bool PongParser::parse(network::Packet& packet, PongData& data) {
return true;
}
network::Packet MovementPacket::build(Opcode opcode, const MovementInfo& info) {
network::Packet MovementPacket::build(Opcode opcode, const MovementInfo& info, uint64_t playerGuid) {
network::Packet packet(static_cast<uint16_t>(opcode));
// Movement packet format (WoW 3.3.5a):
// packed GUID
// uint32 flags
// uint16 flags2
// uint32 time
// float x, y, z
// float orientation
// Write packed GUID
uint8_t mask = 0;
uint8_t guidBytes[8];
int guidByteCount = 0;
for (int i = 0; i < 8; i++) {
uint8_t byte = static_cast<uint8_t>((playerGuid >> (i * 8)) & 0xFF);
if (byte != 0) {
mask |= (1 << i);
guidBytes[guidByteCount++] = byte;
}
}
packet.writeUInt8(mask);
for (int i = 0; i < guidByteCount; i++) {
packet.writeUInt8(guidBytes[i]);
}
// Write movement flags
packet.writeUInt32(info.flags);
packet.writeUInt16(info.flags2);

View file

@ -161,10 +161,29 @@ void CharacterScreen::render(game::GameHandler& gameHandler) {
ImGui::SameLine();
// Display character GUID
std::stringstream guidStr;
guidStr << "GUID: 0x" << std::hex << std::uppercase << std::setfill('0') << std::setw(16) << character.guid;
ImGui::TextDisabled("%s", guidStr.str().c_str());
// Delete Character button
if (!confirmDelete) {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.6f, 0.1f, 0.1f, 1.0f));
if (ImGui::Button("Delete Character", ImVec2(150, 40))) {
confirmDelete = true;
}
ImGui::PopStyleColor();
} else {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.8f, 0.0f, 0.0f, 1.0f));
if (ImGui::Button("Confirm Delete?", ImVec2(150, 40))) {
if (onDeleteCharacter) {
onDeleteCharacter(character.guid);
}
confirmDelete = false;
selectedCharacterIndex = -1;
selectedCharacterGuid = 0;
}
ImGui::PopStyleColor();
ImGui::SameLine();
if (ImGui::Button("Cancel", ImVec2(80, 40))) {
confirmDelete = false;
}
}
}
}
@ -173,6 +192,14 @@ void CharacterScreen::render(game::GameHandler& gameHandler) {
ImGui::Spacing();
// Back/Refresh/Create buttons
if (ImGui::Button("Back", ImVec2(120, 0))) {
if (onBack) {
onBack();
}
}
ImGui::SameLine();
if (ImGui::Button("Refresh", ImVec2(120, 0))) {
if (gameHandler.getState() == game::WorldState::READY ||
gameHandler.getState() == game::WorldState::CHAR_LIST_RECEIVED) {

View file

@ -263,18 +263,22 @@ void InventoryScreen::render(game::Inventory& inventory, uint64_t moneyCopper) {
return;
}
// Reserve space for money display at bottom
float moneyHeight = ImGui::GetFrameHeightWithSpacing() + ImGui::GetStyle().ItemSpacing.y;
float panelHeight = ImGui::GetContentRegionAvail().y - moneyHeight;
// Two-column layout: Equipment (left) | Backpack (right)
ImGui::BeginChild("EquipPanel", ImVec2(200.0f, 0.0f), true);
ImGui::BeginChild("EquipPanel", ImVec2(200.0f, panelHeight), true);
renderEquipmentPanel(inventory);
ImGui::EndChild();
ImGui::SameLine();
ImGui::BeginChild("BackpackPanel", ImVec2(0.0f, 0.0f), true);
ImGui::BeginChild("BackpackPanel", ImVec2(0.0f, panelHeight), true);
renderBackpackPanel(inventory);
ImGui::EndChild();
ImGui::Separator();
// Money display
uint64_t gold = moneyCopper / 10000;
uint64_t silver = (moneyCopper / 100) % 100;
uint64_t copper = moneyCopper % 100;