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 4d80b92c39
commit ab1f39c73b
7 changed files with 397 additions and 15 deletions

View file

@ -1207,6 +1207,121 @@ bool CreatureQueryResponseParser::parse(network::Packet& packet, CreatureQueryRe
return true;
}
// ---- Item Query ----
network::Packet ItemQueryPacket::build(uint32_t entry, uint64_t guid) {
network::Packet packet(static_cast<uint16_t>(Opcode::CMSG_ITEM_QUERY_SINGLE));
packet.writeUInt32(entry);
packet.writeUInt64(guid);
LOG_DEBUG("Built CMSG_ITEM_QUERY_SINGLE: entry=", entry, " guid=0x", std::hex, guid, std::dec);
return packet;
}
static const char* getItemSubclassName(uint32_t itemClass, uint32_t subClass) {
if (itemClass == 2) { // Weapon
switch (subClass) {
case 0: return "Axe"; case 1: return "Axe";
case 2: return "Bow"; case 3: return "Gun";
case 4: return "Mace"; case 5: return "Mace";
case 6: return "Polearm"; case 7: return "Sword";
case 8: return "Sword"; case 9: return "Obsolete";
case 10: return "Staff"; case 13: return "Fist Weapon";
case 15: return "Dagger"; case 16: return "Thrown";
case 18: return "Crossbow"; case 19: return "Wand";
case 20: return "Fishing Pole";
default: return "Weapon";
}
}
if (itemClass == 4) { // Armor
switch (subClass) {
case 0: return "Miscellaneous"; case 1: return "Cloth";
case 2: return "Leather"; case 3: return "Mail";
case 4: return "Plate"; case 6: return "Shield";
default: return "Armor";
}
}
return "";
}
bool ItemQueryResponseParser::parse(network::Packet& packet, ItemQueryResponseData& data) {
data.entry = packet.readUInt32();
// High bit set means item not found
if (data.entry & 0x80000000) {
data.entry &= ~0x80000000;
LOG_DEBUG("Item query: entry ", data.entry, " not found");
return true;
}
uint32_t itemClass = packet.readUInt32();
uint32_t subClass = packet.readUInt32();
packet.readUInt32(); // SoundOverrideSubclass
data.subclassName = getItemSubclassName(itemClass, subClass);
// 4 name strings
data.name = packet.readString();
packet.readString(); // name2
packet.readString(); // name3
packet.readString(); // name4
data.displayInfoId = packet.readUInt32();
data.quality = packet.readUInt32();
packet.readUInt32(); // Flags
packet.readUInt32(); // Flags2
packet.readUInt32(); // BuyPrice
packet.readUInt32(); // SellPrice
data.inventoryType = packet.readUInt32();
packet.readUInt32(); // AllowableClass
packet.readUInt32(); // AllowableRace
packet.readUInt32(); // ItemLevel
packet.readUInt32(); // RequiredLevel
packet.readUInt32(); // RequiredSkill
packet.readUInt32(); // RequiredSkillRank
packet.readUInt32(); // RequiredSpell
packet.readUInt32(); // RequiredHonorRank
packet.readUInt32(); // RequiredCityRank
packet.readUInt32(); // RequiredReputationFaction
packet.readUInt32(); // RequiredReputationRank
packet.readUInt32(); // MaxCount
data.maxStack = static_cast<int32_t>(packet.readUInt32()); // Stackable
data.containerSlots = packet.readUInt32();
uint32_t statsCount = packet.readUInt32();
for (uint32_t i = 0; i < statsCount && i < 10; i++) {
uint32_t statType = packet.readUInt32();
int32_t statValue = static_cast<int32_t>(packet.readUInt32());
switch (statType) {
case 3: data.agility = statValue; break;
case 4: data.strength = statValue; break;
case 5: data.intellect = statValue; break;
case 6: data.spirit = statValue; break;
case 7: data.stamina = statValue; break;
default: break;
}
}
packet.readUInt32(); // ScalingStatDistribution
packet.readUInt32(); // ScalingStatValue
// 5 damage types
for (int i = 0; i < 5; i++) {
packet.readFloat(); // DamageMin
packet.readFloat(); // DamageMax
packet.readUInt32(); // DamageType
}
data.armor = static_cast<int32_t>(packet.readUInt32());
data.valid = !data.name.empty();
LOG_INFO("Item query response: ", data.name, " (quality=", data.quality,
" invType=", data.inventoryType, " stack=", data.maxStack, ")");
return true;
}
// ============================================================
// Phase 2: Combat Core
// ============================================================