mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
Fix spirit healer resurrection with correct opcodes
Corrected death/resurrection opcode values (SMSG_SPIRIT_HEALER_CONFIRM=0x222, CMSG_SPIRIT_HEALER_ACTIVATE=0x21C, SMSG_RESURRECT_REQUEST=0x15B, CMSG_RESURRECT_RESPONSE=0x15C) and added resurrect dialog UI.
This commit is contained in:
parent
7cd7ac43a9
commit
6d719f2c52
5 changed files with 150 additions and 62 deletions
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@ -404,7 +404,12 @@ public:
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// Player death state
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bool isPlayerDead() const { return playerDead_; }
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bool isPlayerGhost() const { return releasedSpirit_; }
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bool showDeathDialog() const { return playerDead_ && !releasedSpirit_; }
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bool showResurrectDialog() const { return resurrectRequestPending_; }
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void releaseSpirit();
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void acceptResurrect();
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void declineResurrect();
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// ---- Phase 4: Group ----
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void inviteToGroup(const std::string& playerName);
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@ -912,8 +917,11 @@ private:
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float preMountRunSpeed_ = 0.0f;
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float serverRunSpeed_ = 7.0f;
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bool playerDead_ = false;
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bool releasedSpirit_ = false;
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uint64_t pendingSpiritHealerGuid_ = 0;
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bool resurrectPending_ = false;
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bool resurrectRequestPending_ = false;
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uint64_t resurrectCasterGuid_ = 0;
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bool repopPending_ = false;
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uint64_t lastRepopRequestMs_ = 0;
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};
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@ -241,10 +241,10 @@ enum class Opcode : uint16_t {
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// ---- Death/Respawn ----
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CMSG_REPOP_REQUEST = 0x015A,
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CMSG_SPIRIT_HEALER_ACTIVATE = 0x0176,
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SMSG_RESURRECT_REQUEST = 0x0222,
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CMSG_RESURRECT_RESPONSE = 0x0223,
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SMSG_RESURRECT_RESULT = 0x029D,
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SMSG_RESURRECT_REQUEST = 0x015B,
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CMSG_RESURRECT_RESPONSE = 0x015C,
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CMSG_SPIRIT_HEALER_ACTIVATE = 0x021C,
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SMSG_SPIRIT_HEALER_CONFIRM = 0x0222,
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SMSG_RESURRECT_CANCEL = 0x0390,
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// ---- Teleport / Transfer ----
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@ -147,6 +147,7 @@ private:
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void renderVendorWindow(game::GameHandler& gameHandler);
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void renderTaxiWindow(game::GameHandler& gameHandler);
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void renderDeathScreen(game::GameHandler& gameHandler);
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void renderResurrectDialog(game::GameHandler& gameHandler);
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void renderEscapeMenu();
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void renderSettingsWindow();
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void renderQuestMarkers(game::GameHandler& gameHandler);
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@ -507,6 +507,19 @@ void GameHandler::handlePacket(network::Packet& packet) {
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case Opcode::SMSG_GOSSIP_COMPLETE:
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handleGossipComplete(packet);
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break;
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case Opcode::SMSG_SPIRIT_HEALER_CONFIRM: {
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if (packet.getSize() - packet.getReadPos() < 8) {
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LOG_WARNING("SMSG_SPIRIT_HEALER_CONFIRM too short");
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break;
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}
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uint64_t npcGuid = packet.readUInt64();
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LOG_INFO("Spirit healer confirm from 0x", std::hex, npcGuid, std::dec);
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if (npcGuid) {
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resurrectCasterGuid_ = npcGuid;
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resurrectRequestPending_ = true;
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}
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break;
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}
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case Opcode::SMSG_RESURRECT_REQUEST: {
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if (packet.getSize() - packet.getReadPos() < 8) {
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LOG_WARNING("SMSG_RESURRECT_REQUEST too short");
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@ -514,41 +527,9 @@ void GameHandler::handlePacket(network::Packet& packet) {
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}
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uint64_t casterGuid = packet.readUInt64();
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LOG_INFO("Resurrect request from 0x", std::hex, casterGuid, std::dec);
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if (!playerDead_) {
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playerDead_ = true;
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LOG_INFO("Marked player dead due to resurrect request");
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}
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if (socket && state == WorldState::IN_WORLD) {
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uint64_t useGuid = casterGuid ? casterGuid : pendingSpiritHealerGuid_;
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if (useGuid == 0) {
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LOG_WARNING("Resurrect request received without a valid guid");
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break;
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}
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if (!playerDead_) {
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LOG_WARNING("Resurrect request while playerDead_ is false; proceeding anyway");
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}
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auto response = ResurrectResponsePacket::build(useGuid, true);
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socket->send(response);
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LOG_INFO("Sent resurrect response for 0x", std::hex, useGuid, std::dec);
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resurrectPending_ = true;
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pendingSpiritHealerGuid_ = 0;
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}
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break;
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}
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case Opcode::SMSG_RESURRECT_RESULT: {
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if (packet.getSize() - packet.getReadPos() < 1) {
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LOG_WARNING("SMSG_RESURRECT_RESULT too short");
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break;
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}
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uint8_t result = packet.readUInt8();
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LOG_INFO("Resurrect result: ", static_cast<int>(result));
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if (result == 0) {
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playerDead_ = false;
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LOG_INFO("Player resurrected (result)");
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}
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resurrectPending_ = false;
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if (!playerDead_) {
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repopPending_ = false;
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if (casterGuid) {
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resurrectCasterGuid_ = casterGuid;
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resurrectRequestPending_ = true;
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}
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break;
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}
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@ -559,8 +540,8 @@ void GameHandler::handlePacket(network::Packet& packet) {
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}
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uint32_t reason = packet.readUInt32();
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LOG_INFO("Resurrect cancel reason: ", reason);
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playerDead_ = true;
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resurrectPending_ = false;
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resurrectRequestPending_ = false;
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break;
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}
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case Opcode::SMSG_LIST_INVENTORY:
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@ -1080,6 +1061,7 @@ void GameHandler::selectCharacter(uint64_t characterGuid) {
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castTimeRemaining = 0.0f;
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castTimeTotal = 0.0f;
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playerDead_ = false;
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releasedSpirit_ = false;
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targetGuid = 0;
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focusGuid = 0;
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lastTargetGuid = 0;
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@ -1443,6 +1425,17 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
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playerDead_ = true;
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LOG_INFO("Player logged in dead (dynamic flags)");
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}
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// Detect ghost state on login via PLAYER_FLAGS (field 150)
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if (block.guid == playerGuid) {
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constexpr uint32_t PLAYER_FLAGS_IDX = 150; // UNIT_END(148) + 2
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constexpr uint32_t PLAYER_FLAGS_GHOST = 0x00000010;
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auto pfIt = block.fields.find(PLAYER_FLAGS_IDX);
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if (pfIt != block.fields.end() && (pfIt->second & PLAYER_FLAGS_GHOST) != 0) {
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releasedSpirit_ = true;
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playerDead_ = true;
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LOG_INFO("Player logged in as ghost (PLAYER_FLAGS)");
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}
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}
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// Determine hostility from faction template for online creatures
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if (unit->getFactionTemplate() != 0) {
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unit->setHostile(isHostileFaction(unit->getFactionTemplate()));
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@ -1534,6 +1527,7 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
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// Player death
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if (block.guid == playerGuid) {
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playerDead_ = true;
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releasedSpirit_ = false;
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stopAutoAttack();
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LOG_INFO("Player died!");
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}
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@ -1542,10 +1536,14 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
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npcDeathCallback_(block.guid);
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}
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} else if (oldHealth == 0 && val > 0) {
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// Player resurrection
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// Player resurrection or ghost form
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if (block.guid == playerGuid) {
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playerDead_ = false;
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LOG_INFO("Player resurrected!");
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if (!releasedSpirit_) {
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LOG_INFO("Player resurrected!");
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} else {
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LOG_INFO("Player entered ghost form");
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}
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}
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// Respawn: health went from 0 to >0, reset animation
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if (entity->getType() == ObjectType::UNIT && npcRespawnCallback_) {
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@ -1566,9 +1564,11 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
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bool nowDead = (val & UNIT_DYNFLAG_DEAD) != 0;
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if (!wasDead && nowDead) {
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playerDead_ = true;
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releasedSpirit_ = false;
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LOG_INFO("Player died (dynamic flags)");
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} else if (wasDead && !nowDead) {
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playerDead_ = false;
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releasedSpirit_ = false;
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LOG_INFO("Player resurrected (dynamic flags)");
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}
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}
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@ -1637,6 +1637,21 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
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playerMoneyCopper_ = val;
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LOG_INFO("Money updated via VALUES: ", val, " copper");
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}
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else if (key == 150) { // PLAYER_FLAGS (UNIT_END+2)
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constexpr uint32_t PLAYER_FLAGS_GHOST = 0x00000010;
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bool wasGhost = releasedSpirit_;
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bool nowGhost = (val & PLAYER_FLAGS_GHOST) != 0;
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if (!wasGhost && nowGhost) {
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releasedSpirit_ = true;
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LOG_INFO("Player entered ghost form (PLAYER_FLAGS)");
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} else if (wasGhost && !nowGhost) {
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releasedSpirit_ = false;
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playerDead_ = false;
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repopPending_ = false;
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resurrectPending_ = false;
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LOG_INFO("Player resurrected (PLAYER_FLAGS ghost cleared)");
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}
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}
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}
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if (applyInventoryFields(block.fields)) slotsChanged = true;
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if (slotsChanged) rebuildOnlineInventory();
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@ -2745,9 +2760,9 @@ void GameHandler::releaseSpirit() {
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if (repopPending_ && now - static_cast<int64_t>(lastRepopRequestMs_) < 1000) {
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return;
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}
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playerDead_ = true;
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auto packet = RepopRequestPacket::build();
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socket->send(packet);
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releasedSpirit_ = true;
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repopPending_ = true;
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lastRepopRequestMs_ = static_cast<uint64_t>(now);
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LOG_INFO("Sent CMSG_REPOP_REQUEST (Release Spirit)");
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@ -2757,15 +2772,30 @@ void GameHandler::releaseSpirit() {
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void GameHandler::activateSpiritHealer(uint64_t npcGuid) {
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if (state != WorldState::IN_WORLD || !socket) return;
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pendingSpiritHealerGuid_ = npcGuid;
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if (!gossipWindowOpen) {
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auto gossipPacket = GossipHelloPacket::build(npcGuid);
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socket->send(gossipPacket);
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auto questHelloPacket = QuestgiverHelloPacket::build(npcGuid);
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socket->send(questHelloPacket);
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LOG_INFO("Requested spirit healer confirm from 0x", std::hex, npcGuid, std::dec);
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} else {
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LOG_INFO("Queued spirit healer confirm for 0x", std::hex, npcGuid, std::dec);
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}
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auto packet = SpiritHealerActivatePacket::build(npcGuid);
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socket->send(packet);
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resurrectPending_ = true;
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LOG_INFO("Sent CMSG_SPIRIT_HEALER_ACTIVATE for 0x", std::hex, npcGuid, std::dec);
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}
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void GameHandler::acceptResurrect() {
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if (state != WorldState::IN_WORLD || !socket || !resurrectRequestPending_) return;
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// Send spirit healer activate (correct response to SMSG_SPIRIT_HEALER_CONFIRM)
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auto activate = SpiritHealerActivatePacket::build(resurrectCasterGuid_);
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socket->send(activate);
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LOG_INFO("Sent CMSG_SPIRIT_HEALER_ACTIVATE (0x21C) for 0x",
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std::hex, resurrectCasterGuid_, std::dec);
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resurrectRequestPending_ = false;
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resurrectPending_ = true;
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}
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void GameHandler::declineResurrect() {
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if (state != WorldState::IN_WORLD || !socket || !resurrectRequestPending_) return;
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auto resp = ResurrectResponsePacket::build(resurrectCasterGuid_, false);
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socket->send(resp);
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LOG_INFO("Sent CMSG_RESURRECT_RESPONSE (decline) for 0x",
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std::hex, resurrectCasterGuid_, std::dec);
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resurrectRequestPending_ = false;
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}
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void GameHandler::tabTarget(float playerX, float playerY, float playerZ) {
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@ -104,6 +104,7 @@ void GameScreen::render(game::GameHandler& gameHandler) {
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renderQuestMarkers(gameHandler);
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renderMinimapMarkers(gameHandler);
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renderDeathScreen(gameHandler);
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renderResurrectDialog(gameHandler);
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renderEscapeMenu();
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renderSettingsWindow();
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@ -739,7 +740,7 @@ void GameScreen::processTargetInput(game::GameHandler& gameHandler) {
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return (name.find("spirit healer") != std::string::npos) ||
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(name.find("spirit guide") != std::string::npos);
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};
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bool allowSpiritInteract = gameHandler.isPlayerDead() && isSpiritNpc();
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bool allowSpiritInteract = (gameHandler.isPlayerDead() || gameHandler.isPlayerGhost()) && isSpiritNpc();
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if (!unit->isHostile() && (unit->isInteractable() || allowSpiritInteract)) {
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gameHandler.interactWithNpc(target->getGuid());
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}
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@ -2936,19 +2937,13 @@ void GameScreen::renderGossipWindow(game::GameHandler& gameHandler) {
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char label[256];
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snprintf(label, sizeof(label), "%s %s", icon, opt.text.c_str());
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if (ImGui::Selectable(label)) {
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if (opt.icon == 4) { // Spirit guide
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gameHandler.selectGossipOption(opt.id);
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gameHandler.activateSpiritHealer(gossip.npcGuid);
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gameHandler.closeGossip();
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} else {
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gameHandler.selectGossipOption(opt.id);
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}
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gameHandler.selectGossipOption(opt.id);
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}
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ImGui::PopID();
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}
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// Fallback: some spirit healers don't send gossip options.
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if (gossip.options.empty() && gameHandler.isPlayerDead()) {
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if (gossip.options.empty() && gameHandler.isPlayerGhost()) {
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bool isSpirit = false;
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if (npcEntity && npcEntity->getType() == game::ObjectType::UNIT) {
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auto unit = std::static_pointer_cast<game::Unit>(npcEntity);
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@ -3512,7 +3507,7 @@ void GameScreen::renderTaxiWindow(game::GameHandler& gameHandler) {
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// ============================================================
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void GameScreen::renderDeathScreen(game::GameHandler& gameHandler) {
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if (!gameHandler.isPlayerDead()) return;
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if (!gameHandler.showDeathDialog()) return;
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auto* window = core::Application::getInstance().getWindow();
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float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
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@ -3567,6 +3562,60 @@ void GameScreen::renderDeathScreen(game::GameHandler& gameHandler) {
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ImGui::PopStyleVar();
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}
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void GameScreen::renderResurrectDialog(game::GameHandler& gameHandler) {
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if (!gameHandler.showResurrectDialog()) return;
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auto* window = core::Application::getInstance().getWindow();
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float screenW = window ? static_cast<float>(window->getWidth()) : 1280.0f;
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float screenH = window ? static_cast<float>(window->getHeight()) : 720.0f;
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float dlgW = 300.0f;
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float dlgH = 110.0f;
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ImGui::SetNextWindowPos(ImVec2(screenW / 2 - dlgW / 2, screenH * 0.3f), ImGuiCond_Always);
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ImGui::SetNextWindowSize(ImVec2(dlgW, dlgH), ImGuiCond_Always);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 8.0f);
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ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.1f, 0.1f, 0.15f, 0.95f));
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ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0.4f, 0.4f, 0.8f, 1.0f));
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if (ImGui::Begin("##ResurrectDialog", nullptr,
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ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
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ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar)) {
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ImGui::Spacing();
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const char* text = "Return to life?";
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float textW = ImGui::CalcTextSize(text).x;
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ImGui::SetCursorPosX((dlgW - textW) / 2);
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ImGui::TextColored(ImVec4(0.8f, 0.9f, 1.0f, 1.0f), "%s", text);
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ImGui::Spacing();
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ImGui::Spacing();
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float btnW = 100.0f;
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float spacing = 20.0f;
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ImGui::SetCursorPosX((dlgW - btnW * 2 - spacing) / 2);
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.2f, 0.5f, 0.2f, 1.0f));
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ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.3f, 0.7f, 0.3f, 1.0f));
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if (ImGui::Button("Accept", ImVec2(btnW, 30))) {
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gameHandler.acceptResurrect();
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}
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ImGui::PopStyleColor(2);
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ImGui::SameLine(0, spacing);
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.5f, 0.2f, 0.2f, 1.0f));
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ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.7f, 0.3f, 0.3f, 1.0f));
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if (ImGui::Button("Decline", ImVec2(btnW, 30))) {
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gameHandler.declineResurrect();
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}
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ImGui::PopStyleColor(2);
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}
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ImGui::End();
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ImGui::PopStyleColor(2);
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ImGui::PopStyleVar();
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}
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// ============================================================
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// Settings Window
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// ============================================================
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