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Implement group loot roll: SMSG_LOOT_ROLL, SMSG_LOOT_ROLL_WON, CMSG_LOOT_ROLL
- Parse SMSG_LOOT_ROLL: if rollType==128 and it's our player, store pending roll (itemId, slot, name from itemInfoCache_) and show popup; otherwise show chat notification of another player's roll result - Parse SMSG_LOOT_ROLL_WON: show winner announcement in chat with item name and roll type/value - sendLootRoll() sends CMSG_LOOT_ROLL (objectGuid+slot+rollType) and clears pending roll state - SMSG_LOOT_MASTER_LIST consumed silently (no UI yet) - renderLootRollPopup(): ImGui window with Need/Greed/Disenchant/Pass buttons; item name colored by quality (poor/common/uncommon/rare/epic/ legendary color scale)
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4 changed files with 194 additions and 0 deletions
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@ -1953,6 +1953,16 @@ void GameHandler::handlePacket(network::Packet& packet) {
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case Opcode::SMSG_LOOT_REMOVED:
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handleLootRemoved(packet);
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break;
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case Opcode::SMSG_LOOT_ROLL:
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handleLootRoll(packet);
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break;
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case Opcode::SMSG_LOOT_ROLL_WON:
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handleLootRollWon(packet);
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break;
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case Opcode::SMSG_LOOT_MASTER_LIST:
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// Master looter list — no UI yet; consume to avoid unhandled warning.
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packet.setReadPos(packet.getSize());
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break;
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case Opcode::SMSG_GOSSIP_MESSAGE:
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handleGossipMessage(packet);
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break;
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@ -14948,6 +14958,122 @@ void GameHandler::handleAuctionCommandResult(network::Packet& packet) {
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" error=", result.errorCode);
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}
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// ---------------------------------------------------------------------------
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// Group loot roll (SMSG_LOOT_ROLL / SMSG_LOOT_ROLL_WON / CMSG_LOOT_ROLL)
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// ---------------------------------------------------------------------------
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void GameHandler::handleLootRoll(network::Packet& packet) {
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// uint64 objectGuid, uint32 slot, uint64 playerGuid,
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// uint32 itemId, uint32 randomSuffix, uint32 randomPropId,
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// uint8 rollNumber, uint8 rollType
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size_t rem = packet.getSize() - packet.getReadPos();
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if (rem < 26) return; // minimum: 8+4+8+4+4+4+1+1 = 34, be lenient
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uint64_t objectGuid = packet.readUInt64();
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uint32_t slot = packet.readUInt32();
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uint64_t rollerGuid = packet.readUInt64();
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uint32_t itemId = packet.readUInt32();
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/*uint32_t randSuffix =*/ packet.readUInt32();
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/*uint32_t randProp =*/ packet.readUInt32();
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uint8_t rollNum = packet.readUInt8();
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uint8_t rollType = packet.readUInt8();
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// rollType 128 = "waiting for this player to roll"
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if (rollType == 128 && rollerGuid == playerGuid) {
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// Server is asking us to roll; present the roll UI.
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pendingLootRollActive_ = true;
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pendingLootRoll_.objectGuid = objectGuid;
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pendingLootRoll_.slot = slot;
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pendingLootRoll_.itemId = itemId;
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// Look up item name from cache
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auto* info = getItemInfo(itemId);
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pendingLootRoll_.itemName = info ? info->name : std::to_string(itemId);
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pendingLootRoll_.itemQuality = info ? static_cast<uint8_t>(info->quality) : 0;
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LOG_INFO("SMSG_LOOT_ROLL: need/greed prompt for item=", itemId,
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" (", pendingLootRoll_.itemName, ") slot=", slot);
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return;
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}
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// Otherwise it's reporting another player's roll result
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const char* rollNames[] = {"Need", "Greed", "Disenchant", "Pass"};
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const char* rollName = (rollType < 4) ? rollNames[rollType] : "Pass";
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std::string rollerName;
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auto entity = entityManager.getEntity(rollerGuid);
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if (auto* unit = dynamic_cast<Unit*>(entity.get())) {
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rollerName = unit->getName();
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}
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if (rollerName.empty()) rollerName = "Someone";
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auto* info = getItemInfo(itemId);
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std::string iName = info ? info->name : std::to_string(itemId);
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char buf[256];
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std::snprintf(buf, sizeof(buf), "%s rolls %s (%d) on [%s]",
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rollerName.c_str(), rollName, static_cast<int>(rollNum), iName.c_str());
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addSystemChatMessage(buf);
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LOG_DEBUG("SMSG_LOOT_ROLL: ", rollerName, " rolled ", rollName,
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" (", rollNum, ") on item ", itemId);
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(void)objectGuid; (void)slot;
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}
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void GameHandler::handleLootRollWon(network::Packet& packet) {
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size_t rem = packet.getSize() - packet.getReadPos();
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if (rem < 26) return;
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/*uint64_t objectGuid =*/ packet.readUInt64();
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/*uint32_t slot =*/ packet.readUInt32();
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uint64_t winnerGuid = packet.readUInt64();
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uint32_t itemId = packet.readUInt32();
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/*uint32_t randSuffix =*/ packet.readUInt32();
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/*uint32_t randProp =*/ packet.readUInt32();
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uint8_t rollNum = packet.readUInt8();
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uint8_t rollType = packet.readUInt8();
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const char* rollNames[] = {"Need", "Greed", "Disenchant"};
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const char* rollName = (rollType < 3) ? rollNames[rollType] : "Roll";
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std::string winnerName;
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auto entity = entityManager.getEntity(winnerGuid);
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if (auto* unit = dynamic_cast<Unit*>(entity.get())) {
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winnerName = unit->getName();
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}
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if (winnerName.empty()) {
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winnerName = (winnerGuid == playerGuid) ? "You" : "Someone";
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}
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auto* info = getItemInfo(itemId);
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std::string iName = info ? info->name : std::to_string(itemId);
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char buf[256];
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std::snprintf(buf, sizeof(buf), "%s wins [%s] (%s %d)!",
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winnerName.c_str(), iName.c_str(), rollName, static_cast<int>(rollNum));
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addSystemChatMessage(buf);
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// Clear pending roll if it was ours
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if (pendingLootRollActive_ && winnerGuid == playerGuid) {
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pendingLootRollActive_ = false;
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}
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LOG_INFO("SMSG_LOOT_ROLL_WON: winner=", winnerName, " item=", itemId,
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" roll=", rollName, "(", rollNum, ")");
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}
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void GameHandler::sendLootRoll(uint64_t objectGuid, uint32_t slot, uint8_t rollType) {
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if (state != WorldState::IN_WORLD || !socket) return;
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pendingLootRollActive_ = false;
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network::Packet pkt(wireOpcode(Opcode::CMSG_LOOT_ROLL));
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pkt.writeUInt64(objectGuid);
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pkt.writeUInt32(slot);
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pkt.writeUInt8(rollType);
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socket->send(pkt);
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const char* rollNames[] = {"Need", "Greed", "Disenchant", "Pass"};
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const char* rName = (rollType < 3) ? rollNames[rollType] : "Pass";
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LOG_INFO("CMSG_LOOT_ROLL: type=", rName, " item=", pendingLootRoll_.itemName);
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}
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// ---------------------------------------------------------------------------
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// SMSG_ACHIEVEMENT_EARNED (WotLK 3.3.5a wire 0x4AB)
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// uint64 guid — player who earned it (may be another player)
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