Fix online mode combat and implement server inventory sync

Right-click now attacks hostile NPCs (npcFlags==0) and interacts with
friendly ones in online mode. Parse UNIT_FIELD_FLAGS (59) and
UNIT_NPC_FLAGS (82) from update packets. Stop auto-attack when target
dies or despawns. Add CMSG_ITEM_QUERY_SINGLE/SMSG_ITEM_QUERY_SINGLE_RESPONSE
to populate inventory from server item objects and player slot fields.
This commit is contained in:
Kelsi 2026-02-06 03:11:43 -08:00
parent ce4299fe51
commit a3055267f6
7 changed files with 397 additions and 15 deletions

View file

@ -410,6 +410,9 @@ private:
// ---- Phase 1 handlers ----
void handleNameQueryResponse(network::Packet& packet);
void handleCreatureQueryResponse(network::Packet& packet);
void handleItemQueryResponse(network::Packet& packet);
void queryItemInfo(uint32_t entry, uint64_t guid);
void rebuildOnlineInventory();
// ---- Phase 2 handlers ----
void handleAttackStart(network::Packet& packet);
@ -535,6 +538,17 @@ private:
std::unordered_map<uint32_t, CreatureQueryResponseData> creatureInfoCache;
std::unordered_set<uint32_t> pendingCreatureQueries;
// ---- Online item tracking ----
struct OnlineItemInfo {
uint32_t entry = 0;
uint32_t stackCount = 1;
};
std::unordered_map<uint64_t, OnlineItemInfo> onlineItems_;
std::unordered_map<uint32_t, ItemQueryResponseData> itemInfoCache_;
std::unordered_set<uint32_t> pendingItemQueries_;
std::array<uint64_t, 23> equipSlotGuids_{};
std::array<uint64_t, 16> backpackSlotGuids_{};
// ---- Phase 2: Combat ----
bool autoAttacking = false;
uint64_t autoAttackTarget = 0;