Fix online interactions, UI, and inventory sync

This commit is contained in:
Kelsi 2026-02-06 18:34:45 -08:00
parent f20ef1f20d
commit 700349e2e7
14 changed files with 525 additions and 143 deletions

View file

@ -110,6 +110,7 @@ public:
using CharDeleteCallback = std::function<void(bool success)>;
void setCharDeleteCallback(CharDeleteCallback cb) { charDeleteCallback_ = std::move(cb); }
uint8_t getLastCharDeleteResult() const { return lastCharDeleteResult_; }
/**
* Select and log in with a character
@ -214,6 +215,7 @@ public:
void startAutoAttack(uint64_t targetGuid);
void stopAutoAttack();
bool isAutoAttacking() const { return autoAttacking; }
bool isAggressiveTowardPlayer(uint64_t guid) const { return hostileAttackers_.count(guid) > 0; }
const std::vector<CombatTextEntry>& getCombatText() const { return combatText; }
void updateCombatText(float deltaTime);
@ -332,6 +334,7 @@ public:
void lootTarget(uint64_t guid);
void lootItem(uint8_t slotIndex);
void closeLoot();
void activateSpiritHealer(uint64_t npcGuid);
bool isLootWindowOpen() const { return lootWindowOpen; }
const LootResponseData& getCurrentLoot() const { return currentLoot; }
@ -363,6 +366,8 @@ public:
void buyItem(uint64_t vendorGuid, uint32_t itemId, uint32_t slot, uint8_t count);
void sellItem(uint64_t vendorGuid, uint64_t itemGuid, uint8_t count);
void sellItemBySlot(int backpackIndex);
void autoEquipItemBySlot(int backpackIndex);
void useItemBySlot(int backpackIndex);
bool isVendorWindowOpen() const { return vendorWindowOpen; }
const ListInventoryData& getVendorItems() const { return currentVendorItems; }
const ItemQueryResponseData* getItemInfo(uint32_t itemId) const {
@ -467,6 +472,8 @@ private:
void handleItemQueryResponse(network::Packet& packet);
void queryItemInfo(uint32_t entry, uint64_t guid);
void rebuildOnlineInventory();
void detectInventorySlotBases(const std::map<uint16_t, uint32_t>& fields);
bool applyInventoryFields(const std::map<uint16_t, uint32_t>& fields);
// ---- Phase 2 handlers ----
void handleAttackStart(network::Packet& packet);
@ -606,11 +613,16 @@ private:
std::unordered_set<uint32_t> pendingItemQueries_;
std::array<uint64_t, 23> equipSlotGuids_{};
std::array<uint64_t, 16> backpackSlotGuids_{};
int invSlotBase_ = -1;
int packSlotBase_ = -1;
std::map<uint16_t, uint32_t> lastPlayerFields_;
bool onlineEquipDirty_ = false;
// ---- Phase 2: Combat ----
bool autoAttacking = false;
uint64_t autoAttackTarget = 0;
bool autoAttackOutOfRange_ = false;
std::unordered_set<uint64_t> hostileAttackers_;
std::vector<CombatTextEntry> combatText;
// ---- Phase 3: Spells ----
@ -674,6 +686,7 @@ private:
WorldConnectFailureCallback onFailure;
CharCreateCallback charCreateCallback_;
CharDeleteCallback charDeleteCallback_;
uint8_t lastCharDeleteResult_ = 0xFF;
bool pendingCharCreateResult_ = false;
bool pendingCharCreateSuccess_ = false;
std::string pendingCharCreateMsg_;