Add gameplay systems: combat, spells, groups, loot, vendors, and UI

Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:

- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
  name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
  tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
  cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
  /invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface

Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
This commit is contained in:
Kelsi 2026-02-04 10:30:52 -08:00
parent 6bf3fa4ed4
commit c49bb58e47
14 changed files with 3039 additions and 84 deletions

View file

@ -106,6 +106,37 @@ void GameHandler::update(float deltaTime) {
sendPing();
timeSinceLastPing = 0.0f;
}
// Update cast timer (Phase 3)
if (casting && castTimeRemaining > 0.0f) {
castTimeRemaining -= deltaTime;
if (castTimeRemaining <= 0.0f) {
casting = false;
currentCastSpellId = 0;
castTimeRemaining = 0.0f;
}
}
// Update spell cooldowns (Phase 3)
for (auto it = spellCooldowns.begin(); it != spellCooldowns.end(); ) {
it->second -= deltaTime;
if (it->second <= 0.0f) {
it = spellCooldowns.erase(it);
} else {
++it;
}
}
// Update action bar cooldowns
for (auto& slot : actionBar) {
if (slot.cooldownRemaining > 0.0f) {
slot.cooldownRemaining -= deltaTime;
if (slot.cooldownRemaining < 0.0f) slot.cooldownRemaining = 0.0f;
}
}
// Update combat text (Phase 2)
updateCombatText(deltaTime);
}
}
@ -192,6 +223,127 @@ void GameHandler::handlePacket(network::Packet& packet) {
}
break;
// ---- Phase 1: Foundation ----
case Opcode::SMSG_NAME_QUERY_RESPONSE:
handleNameQueryResponse(packet);
break;
case Opcode::SMSG_CREATURE_QUERY_RESPONSE:
handleCreatureQueryResponse(packet);
break;
// ---- Phase 2: Combat ----
case Opcode::SMSG_ATTACKSTART:
handleAttackStart(packet);
break;
case Opcode::SMSG_ATTACKSTOP:
handleAttackStop(packet);
break;
case Opcode::SMSG_ATTACKERSTATEUPDATE:
handleAttackerStateUpdate(packet);
break;
case Opcode::SMSG_SPELLNONMELEEDAMAGELOG:
handleSpellDamageLog(packet);
break;
case Opcode::SMSG_SPELLHEALLOG:
handleSpellHealLog(packet);
break;
// ---- Phase 3: Spells ----
case Opcode::SMSG_INITIAL_SPELLS:
handleInitialSpells(packet);
break;
case Opcode::SMSG_CAST_FAILED:
handleCastFailed(packet);
break;
case Opcode::SMSG_SPELL_START:
handleSpellStart(packet);
break;
case Opcode::SMSG_SPELL_GO:
handleSpellGo(packet);
break;
case Opcode::SMSG_SPELL_FAILURE:
// Spell failed mid-cast
casting = false;
currentCastSpellId = 0;
break;
case Opcode::SMSG_SPELL_COOLDOWN:
handleSpellCooldown(packet);
break;
case Opcode::SMSG_COOLDOWN_EVENT:
handleCooldownEvent(packet);
break;
case Opcode::SMSG_AURA_UPDATE:
handleAuraUpdate(packet, false);
break;
case Opcode::SMSG_AURA_UPDATE_ALL:
handleAuraUpdate(packet, true);
break;
case Opcode::SMSG_LEARNED_SPELL:
handleLearnedSpell(packet);
break;
case Opcode::SMSG_REMOVED_SPELL:
handleRemovedSpell(packet);
break;
// ---- Phase 4: Group ----
case Opcode::SMSG_GROUP_INVITE:
handleGroupInvite(packet);
break;
case Opcode::SMSG_GROUP_DECLINE:
handleGroupDecline(packet);
break;
case Opcode::SMSG_GROUP_LIST:
handleGroupList(packet);
break;
case Opcode::SMSG_GROUP_UNINVITE:
handleGroupUninvite(packet);
break;
case Opcode::SMSG_PARTY_COMMAND_RESULT:
handlePartyCommandResult(packet);
break;
// ---- Phase 5: Loot/Gossip/Vendor ----
case Opcode::SMSG_LOOT_RESPONSE:
handleLootResponse(packet);
break;
case Opcode::SMSG_LOOT_RELEASE_RESPONSE:
handleLootReleaseResponse(packet);
break;
case Opcode::SMSG_LOOT_REMOVED:
handleLootRemoved(packet);
break;
case Opcode::SMSG_GOSSIP_MESSAGE:
handleGossipMessage(packet);
break;
case Opcode::SMSG_GOSSIP_COMPLETE:
handleGossipComplete(packet);
break;
case Opcode::SMSG_LIST_INVENTORY:
handleListInventory(packet);
break;
// Silently ignore common packets we don't handle yet
case Opcode::SMSG_FEATURE_SYSTEM_STATUS:
case Opcode::SMSG_SET_FLAT_SPELL_MODIFIER:
case Opcode::SMSG_SET_PCT_SPELL_MODIFIER:
case Opcode::SMSG_SPELL_DELAYED:
case Opcode::SMSG_UPDATE_AURA_DURATION:
case Opcode::SMSG_PERIODICAURALOG:
case Opcode::SMSG_SPELLENERGIZELOG:
case Opcode::SMSG_ENVIRONMENTALDAMAGELOG:
case Opcode::SMSG_LOOT_MONEY_NOTIFY:
case Opcode::SMSG_LOOT_CLEAR_MONEY:
case Opcode::SMSG_NPC_TEXT_UPDATE:
case Opcode::SMSG_SELL_ITEM:
case Opcode::SMSG_BUY_FAILED:
case Opcode::SMSG_INVENTORY_CHANGE_FAILURE:
case Opcode::SMSG_GAMEOBJECT_QUERY_RESPONSE:
case Opcode::MSG_RAID_TARGET_UPDATE:
case Opcode::SMSG_GROUP_SET_LEADER:
LOG_DEBUG("Ignoring known opcode: 0x", std::hex, opcode, std::dec);
break;
default:
LOG_WARNING("Unhandled world opcode: 0x", std::hex, opcode, std::dec);
break;
@ -357,6 +509,9 @@ void GameHandler::selectCharacter(uint64_t characterGuid) {
}
}
// Store player GUID
playerGuid = characterGuid;
// Build CMSG_PLAYER_LOGIN packet
auto packet = PlayerLoginPacket::build(characterGuid);
@ -400,6 +555,13 @@ void GameHandler::handleLoginVerifyWorld(network::Packet& packet) {
movementInfo.flags = 0;
movementInfo.flags2 = 0;
movementInfo.time = 0;
// Send CMSG_SET_ACTIVE_MOVER (required by some servers)
if (playerGuid != 0 && socket) {
auto activeMoverPacket = SetActiveMoverPacket::build(playerGuid);
socket->send(activeMoverPacket);
LOG_INFO("Sent CMSG_SET_ACTIVE_MOVER for player 0x", std::hex, playerGuid, std::dec);
}
}
void GameHandler::handleAccountDataTimes(network::Packet& packet) {
@ -603,6 +765,35 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
// Add to manager
entityManager.addEntity(block.guid, entity);
// Auto-query names (Phase 1)
if (block.objectType == ObjectType::PLAYER) {
queryPlayerName(block.guid);
} else if (block.objectType == ObjectType::UNIT) {
// Extract creature entry from fields (UNIT_FIELD_ENTRY = index 54 in 3.3.5a,
// but the OBJECT_FIELD_ENTRY is at index 3)
auto it = block.fields.find(3); // OBJECT_FIELD_ENTRY
if (it != block.fields.end() && it->second != 0) {
auto unit = std::static_pointer_cast<Unit>(entity);
unit->setEntry(it->second);
queryCreatureInfo(it->second, block.guid);
}
}
// Extract health/mana/power from fields (Phase 2)
if (block.objectType == ObjectType::UNIT || block.objectType == ObjectType::PLAYER) {
auto unit = std::static_pointer_cast<Unit>(entity);
auto hpIt = block.fields.find(24); // UNIT_FIELD_HEALTH
if (hpIt != block.fields.end()) unit->setHealth(hpIt->second);
auto maxHpIt = block.fields.find(32); // UNIT_FIELD_MAXHEALTH
if (maxHpIt != block.fields.end()) unit->setMaxHealth(maxHpIt->second);
auto powerIt = block.fields.find(25); // UNIT_FIELD_POWER1
if (powerIt != block.fields.end()) unit->setPower(powerIt->second);
auto maxPowerIt = block.fields.find(33); // UNIT_FIELD_MAXPOWER1
if (maxPowerIt != block.fields.end()) unit->setMaxPower(maxPowerIt->second);
auto levelIt = block.fields.find(54); // UNIT_FIELD_LEVEL
if (levelIt != block.fields.end()) unit->setLevel(levelIt->second);
}
break;
}
@ -613,6 +804,22 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
for (const auto& field : block.fields) {
entity->setField(field.first, field.second);
}
// Update cached health/mana/power values (Phase 2)
if (entity->getType() == ObjectType::UNIT || entity->getType() == ObjectType::PLAYER) {
auto unit = std::static_pointer_cast<Unit>(entity);
auto hpIt = block.fields.find(24);
if (hpIt != block.fields.end()) unit->setHealth(hpIt->second);
auto maxHpIt = block.fields.find(32);
if (maxHpIt != block.fields.end()) unit->setMaxHealth(maxHpIt->second);
auto powerIt = block.fields.find(25);
if (powerIt != block.fields.end()) unit->setPower(powerIt->second);
auto maxPowerIt = block.fields.find(33);
if (maxPowerIt != block.fields.end()) unit->setMaxPower(maxPowerIt->second);
auto levelIt = block.fields.find(54);
if (levelIt != block.fields.end()) unit->setLevel(levelIt->second);
}
LOG_DEBUG("Updated entity fields: 0x", std::hex, block.guid, std::dec);
} else {
LOG_WARNING("VALUES update for unknown entity: 0x", std::hex, block.guid, std::dec);
@ -737,6 +944,13 @@ void GameHandler::handleMessageChat(network::Packet& packet) {
void GameHandler::setTarget(uint64_t guid) {
if (guid == targetGuid) return;
targetGuid = guid;
// Inform server of target selection (Phase 1)
if (state == WorldState::IN_WORLD && socket) {
auto packet = SetSelectionPacket::build(guid);
socket->send(packet);
}
if (guid != 0) {
LOG_INFO("Target set: 0x", std::hex, guid, std::dec);
}
@ -815,6 +1029,539 @@ std::vector<MessageChatData> GameHandler::getChatHistory(size_t maxMessages) con
);
}
// ============================================================
// Phase 1: Name Queries
// ============================================================
void GameHandler::queryPlayerName(uint64_t guid) {
if (playerNameCache.count(guid) || pendingNameQueries.count(guid)) return;
if (state != WorldState::IN_WORLD || !socket) return;
pendingNameQueries.insert(guid);
auto packet = NameQueryPacket::build(guid);
socket->send(packet);
}
void GameHandler::queryCreatureInfo(uint32_t entry, uint64_t guid) {
if (creatureInfoCache.count(entry) || pendingCreatureQueries.count(entry)) return;
if (state != WorldState::IN_WORLD || !socket) return;
pendingCreatureQueries.insert(entry);
auto packet = CreatureQueryPacket::build(entry, guid);
socket->send(packet);
}
std::string GameHandler::getCachedPlayerName(uint64_t guid) const {
auto it = playerNameCache.find(guid);
return (it != playerNameCache.end()) ? it->second : "";
}
std::string GameHandler::getCachedCreatureName(uint32_t entry) const {
auto it = creatureInfoCache.find(entry);
return (it != creatureInfoCache.end()) ? it->second.name : "";
}
void GameHandler::handleNameQueryResponse(network::Packet& packet) {
NameQueryResponseData data;
if (!NameQueryResponseParser::parse(packet, data)) return;
pendingNameQueries.erase(data.guid);
if (data.isValid()) {
playerNameCache[data.guid] = data.name;
// Update entity name
auto entity = entityManager.getEntity(data.guid);
if (entity && entity->getType() == ObjectType::PLAYER) {
auto player = std::static_pointer_cast<Player>(entity);
player->setName(data.name);
}
}
}
void GameHandler::handleCreatureQueryResponse(network::Packet& packet) {
CreatureQueryResponseData data;
if (!CreatureQueryResponseParser::parse(packet, data)) return;
pendingCreatureQueries.erase(data.entry);
if (data.isValid()) {
creatureInfoCache[data.entry] = data;
// Update all unit entities with this entry
for (auto& [guid, entity] : entityManager.getEntities()) {
if (entity->getType() == ObjectType::UNIT) {
auto unit = std::static_pointer_cast<Unit>(entity);
if (unit->getEntry() == data.entry) {
unit->setName(data.name);
}
}
}
}
}
// ============================================================
// Phase 2: Combat
// ============================================================
void GameHandler::startAutoAttack(uint64_t targetGuid) {
if (state != WorldState::IN_WORLD || !socket) return;
autoAttacking = true;
autoAttackTarget = targetGuid;
auto packet = AttackSwingPacket::build(targetGuid);
socket->send(packet);
LOG_INFO("Starting auto-attack on 0x", std::hex, targetGuid, std::dec);
}
void GameHandler::stopAutoAttack() {
if (!autoAttacking) return;
autoAttacking = false;
autoAttackTarget = 0;
if (state == WorldState::IN_WORLD && socket) {
auto packet = AttackStopPacket::build();
socket->send(packet);
}
LOG_INFO("Stopping auto-attack");
}
void GameHandler::addCombatText(CombatTextEntry::Type type, int32_t amount, uint32_t spellId, bool isPlayerSource) {
CombatTextEntry entry;
entry.type = type;
entry.amount = amount;
entry.spellId = spellId;
entry.age = 0.0f;
entry.isPlayerSource = isPlayerSource;
combatText.push_back(entry);
}
void GameHandler::updateCombatText(float deltaTime) {
for (auto& entry : combatText) {
entry.age += deltaTime;
}
combatText.erase(
std::remove_if(combatText.begin(), combatText.end(),
[](const CombatTextEntry& e) { return e.isExpired(); }),
combatText.end());
}
void GameHandler::handleAttackStart(network::Packet& packet) {
AttackStartData data;
if (!AttackStartParser::parse(packet, data)) return;
if (data.attackerGuid == playerGuid) {
autoAttacking = true;
autoAttackTarget = data.victimGuid;
}
}
void GameHandler::handleAttackStop(network::Packet& packet) {
AttackStopData data;
if (!AttackStopParser::parse(packet, data)) return;
if (data.attackerGuid == playerGuid) {
autoAttacking = false;
autoAttackTarget = 0;
}
}
void GameHandler::handleAttackerStateUpdate(network::Packet& packet) {
AttackerStateUpdateData data;
if (!AttackerStateUpdateParser::parse(packet, data)) return;
bool isPlayerAttacker = (data.attackerGuid == playerGuid);
bool isPlayerTarget = (data.targetGuid == playerGuid);
if (data.isMiss()) {
addCombatText(CombatTextEntry::MISS, 0, 0, isPlayerAttacker);
} else if (data.victimState == 1) {
addCombatText(CombatTextEntry::DODGE, 0, 0, isPlayerAttacker);
} else if (data.victimState == 2) {
addCombatText(CombatTextEntry::PARRY, 0, 0, isPlayerAttacker);
} else {
auto type = data.isCrit() ? CombatTextEntry::CRIT_DAMAGE : CombatTextEntry::MELEE_DAMAGE;
addCombatText(type, data.totalDamage, 0, isPlayerAttacker);
}
(void)isPlayerTarget; // Used for future incoming damage display
}
void GameHandler::handleSpellDamageLog(network::Packet& packet) {
SpellDamageLogData data;
if (!SpellDamageLogParser::parse(packet, data)) return;
bool isPlayerSource = (data.attackerGuid == playerGuid);
auto type = data.isCrit ? CombatTextEntry::CRIT_DAMAGE : CombatTextEntry::SPELL_DAMAGE;
addCombatText(type, static_cast<int32_t>(data.damage), data.spellId, isPlayerSource);
}
void GameHandler::handleSpellHealLog(network::Packet& packet) {
SpellHealLogData data;
if (!SpellHealLogParser::parse(packet, data)) return;
bool isPlayerSource = (data.casterGuid == playerGuid);
auto type = data.isCrit ? CombatTextEntry::CRIT_HEAL : CombatTextEntry::HEAL;
addCombatText(type, static_cast<int32_t>(data.heal), data.spellId, isPlayerSource);
}
// ============================================================
// Phase 3: Spells
// ============================================================
void GameHandler::castSpell(uint32_t spellId, uint64_t targetGuid) {
if (state != WorldState::IN_WORLD || !socket) return;
if (casting) return; // Already casting
uint64_t target = targetGuid != 0 ? targetGuid : targetGuid;
auto packet = CastSpellPacket::build(spellId, target, ++castCount);
socket->send(packet);
LOG_INFO("Casting spell: ", spellId, " on 0x", std::hex, target, std::dec);
}
void GameHandler::cancelCast() {
if (!casting) return;
if (state == WorldState::IN_WORLD && socket) {
auto packet = CancelCastPacket::build(currentCastSpellId);
socket->send(packet);
}
casting = false;
currentCastSpellId = 0;
castTimeRemaining = 0.0f;
}
void GameHandler::cancelAura(uint32_t spellId) {
if (state != WorldState::IN_WORLD || !socket) return;
auto packet = CancelAuraPacket::build(spellId);
socket->send(packet);
}
void GameHandler::setActionBarSlot(int slot, ActionBarSlot::Type type, uint32_t id) {
if (slot < 0 || slot >= ACTION_BAR_SLOTS) return;
actionBar[slot].type = type;
actionBar[slot].id = id;
}
float GameHandler::getSpellCooldown(uint32_t spellId) const {
auto it = spellCooldowns.find(spellId);
return (it != spellCooldowns.end()) ? it->second : 0.0f;
}
void GameHandler::handleInitialSpells(network::Packet& packet) {
InitialSpellsData data;
if (!InitialSpellsParser::parse(packet, data)) return;
knownSpells = data.spellIds;
// Set initial cooldowns
for (const auto& cd : data.cooldowns) {
if (cd.cooldownMs > 0) {
spellCooldowns[cd.spellId] = cd.cooldownMs / 1000.0f;
}
}
// Auto-populate action bar with first 12 spells
for (int i = 0; i < ACTION_BAR_SLOTS && i < static_cast<int>(knownSpells.size()); ++i) {
actionBar[i].type = ActionBarSlot::SPELL;
actionBar[i].id = knownSpells[i];
}
LOG_INFO("Learned ", knownSpells.size(), " spells");
}
void GameHandler::handleCastFailed(network::Packet& packet) {
CastFailedData data;
if (!CastFailedParser::parse(packet, data)) return;
casting = false;
currentCastSpellId = 0;
castTimeRemaining = 0.0f;
// Add system message about failed cast
MessageChatData msg;
msg.type = ChatType::SYSTEM;
msg.language = ChatLanguage::UNIVERSAL;
msg.message = "Spell cast failed (error " + std::to_string(data.result) + ")";
addLocalChatMessage(msg);
}
void GameHandler::handleSpellStart(network::Packet& packet) {
SpellStartData data;
if (!SpellStartParser::parse(packet, data)) return;
// If this is the player's own cast, start cast bar
if (data.casterUnit == playerGuid && data.castTime > 0) {
casting = true;
currentCastSpellId = data.spellId;
castTimeTotal = data.castTime / 1000.0f;
castTimeRemaining = castTimeTotal;
}
}
void GameHandler::handleSpellGo(network::Packet& packet) {
SpellGoData data;
if (!SpellGoParser::parse(packet, data)) return;
// Cast completed
if (data.casterUnit == playerGuid) {
casting = false;
currentCastSpellId = 0;
castTimeRemaining = 0.0f;
}
}
void GameHandler::handleSpellCooldown(network::Packet& packet) {
SpellCooldownData data;
if (!SpellCooldownParser::parse(packet, data)) return;
for (const auto& [spellId, cooldownMs] : data.cooldowns) {
float seconds = cooldownMs / 1000.0f;
spellCooldowns[spellId] = seconds;
// Update action bar cooldowns
for (auto& slot : actionBar) {
if (slot.type == ActionBarSlot::SPELL && slot.id == spellId) {
slot.cooldownTotal = seconds;
slot.cooldownRemaining = seconds;
}
}
}
}
void GameHandler::handleCooldownEvent(network::Packet& packet) {
uint32_t spellId = packet.readUInt32();
// Cooldown finished
spellCooldowns.erase(spellId);
for (auto& slot : actionBar) {
if (slot.type == ActionBarSlot::SPELL && slot.id == spellId) {
slot.cooldownRemaining = 0.0f;
}
}
}
void GameHandler::handleAuraUpdate(network::Packet& packet, bool isAll) {
AuraUpdateData data;
if (!AuraUpdateParser::parse(packet, data, isAll)) return;
// Determine which aura list to update
std::vector<AuraSlot>* auraList = nullptr;
if (data.guid == playerGuid) {
auraList = &playerAuras;
} else if (data.guid == targetGuid) {
auraList = &targetAuras;
}
if (auraList) {
for (const auto& [slot, aura] : data.updates) {
// Ensure vector is large enough
while (auraList->size() <= slot) {
auraList->push_back(AuraSlot{});
}
(*auraList)[slot] = aura;
}
}
}
void GameHandler::handleLearnedSpell(network::Packet& packet) {
uint32_t spellId = packet.readUInt32();
knownSpells.push_back(spellId);
LOG_INFO("Learned spell: ", spellId);
}
void GameHandler::handleRemovedSpell(network::Packet& packet) {
uint32_t spellId = packet.readUInt32();
knownSpells.erase(
std::remove(knownSpells.begin(), knownSpells.end(), spellId),
knownSpells.end());
LOG_INFO("Removed spell: ", spellId);
}
// ============================================================
// Phase 4: Group/Party
// ============================================================
void GameHandler::inviteToGroup(const std::string& playerName) {
if (state != WorldState::IN_WORLD || !socket) return;
auto packet = GroupInvitePacket::build(playerName);
socket->send(packet);
LOG_INFO("Inviting ", playerName, " to group");
}
void GameHandler::acceptGroupInvite() {
if (state != WorldState::IN_WORLD || !socket) return;
pendingGroupInvite = false;
auto packet = GroupAcceptPacket::build();
socket->send(packet);
LOG_INFO("Accepted group invite");
}
void GameHandler::declineGroupInvite() {
if (state != WorldState::IN_WORLD || !socket) return;
pendingGroupInvite = false;
auto packet = GroupDeclinePacket::build();
socket->send(packet);
LOG_INFO("Declined group invite");
}
void GameHandler::leaveGroup() {
if (state != WorldState::IN_WORLD || !socket) return;
auto packet = GroupDisbandPacket::build();
socket->send(packet);
partyData = GroupListData{};
LOG_INFO("Left group");
}
void GameHandler::handleGroupInvite(network::Packet& packet) {
GroupInviteResponseData data;
if (!GroupInviteResponseParser::parse(packet, data)) return;
pendingGroupInvite = true;
pendingInviterName = data.inviterName;
LOG_INFO("Group invite from: ", data.inviterName);
}
void GameHandler::handleGroupDecline(network::Packet& packet) {
GroupDeclineData data;
if (!GroupDeclineResponseParser::parse(packet, data)) return;
MessageChatData msg;
msg.type = ChatType::SYSTEM;
msg.language = ChatLanguage::UNIVERSAL;
msg.message = data.playerName + " has declined your group invitation.";
addLocalChatMessage(msg);
}
void GameHandler::handleGroupList(network::Packet& packet) {
if (!GroupListParser::parse(packet, partyData)) return;
if (partyData.isEmpty()) {
LOG_INFO("No longer in a group");
} else {
LOG_INFO("In group with ", partyData.memberCount, " members");
}
}
void GameHandler::handleGroupUninvite(network::Packet& packet) {
(void)packet;
partyData = GroupListData{};
LOG_INFO("Removed from group");
MessageChatData msg;
msg.type = ChatType::SYSTEM;
msg.language = ChatLanguage::UNIVERSAL;
msg.message = "You have been removed from the group.";
addLocalChatMessage(msg);
}
void GameHandler::handlePartyCommandResult(network::Packet& packet) {
PartyCommandResultData data;
if (!PartyCommandResultParser::parse(packet, data)) return;
if (data.result != PartyResult::OK) {
MessageChatData msg;
msg.type = ChatType::SYSTEM;
msg.language = ChatLanguage::UNIVERSAL;
msg.message = "Party command failed (error " + std::to_string(static_cast<uint32_t>(data.result)) + ")";
if (!data.name.empty()) msg.message += " for " + data.name;
addLocalChatMessage(msg);
}
}
// ============================================================
// Phase 5: Loot, Gossip, Vendor
// ============================================================
void GameHandler::lootTarget(uint64_t guid) {
if (state != WorldState::IN_WORLD || !socket) return;
auto packet = LootPacket::build(guid);
socket->send(packet);
}
void GameHandler::lootItem(uint8_t slotIndex) {
if (state != WorldState::IN_WORLD || !socket) return;
auto packet = AutostoreLootItemPacket::build(slotIndex);
socket->send(packet);
}
void GameHandler::closeLoot() {
if (!lootWindowOpen) return;
lootWindowOpen = false;
if (state == WorldState::IN_WORLD && socket) {
auto packet = LootReleasePacket::build(currentLoot.lootGuid);
socket->send(packet);
}
currentLoot = LootResponseData{};
}
void GameHandler::interactWithNpc(uint64_t guid) {
if (state != WorldState::IN_WORLD || !socket) return;
auto packet = GossipHelloPacket::build(guid);
socket->send(packet);
}
void GameHandler::selectGossipOption(uint32_t optionId) {
if (state != WorldState::IN_WORLD || !socket || !gossipWindowOpen) return;
auto packet = GossipSelectOptionPacket::build(currentGossip.npcGuid, optionId);
socket->send(packet);
}
void GameHandler::closeGossip() {
gossipWindowOpen = false;
currentGossip = GossipMessageData{};
}
void GameHandler::openVendor(uint64_t npcGuid) {
if (state != WorldState::IN_WORLD || !socket) return;
auto packet = ListInventoryPacket::build(npcGuid);
socket->send(packet);
}
void GameHandler::buyItem(uint64_t vendorGuid, uint32_t itemId, uint32_t slot, uint8_t count) {
if (state != WorldState::IN_WORLD || !socket) return;
auto packet = BuyItemPacket::build(vendorGuid, itemId, slot, count);
socket->send(packet);
}
void GameHandler::sellItem(uint64_t vendorGuid, uint64_t itemGuid, uint8_t count) {
if (state != WorldState::IN_WORLD || !socket) return;
auto packet = SellItemPacket::build(vendorGuid, itemGuid, count);
socket->send(packet);
}
void GameHandler::handleLootResponse(network::Packet& packet) {
if (!LootResponseParser::parse(packet, currentLoot)) return;
lootWindowOpen = true;
}
void GameHandler::handleLootReleaseResponse(network::Packet& packet) {
(void)packet;
lootWindowOpen = false;
currentLoot = LootResponseData{};
}
void GameHandler::handleLootRemoved(network::Packet& packet) {
uint8_t slotIndex = packet.readUInt8();
for (auto it = currentLoot.items.begin(); it != currentLoot.items.end(); ++it) {
if (it->slotIndex == slotIndex) {
currentLoot.items.erase(it);
break;
}
}
}
void GameHandler::handleGossipMessage(network::Packet& packet) {
if (!GossipMessageParser::parse(packet, currentGossip)) return;
gossipWindowOpen = true;
vendorWindowOpen = false; // Close vendor if gossip opens
}
void GameHandler::handleGossipComplete(network::Packet& packet) {
(void)packet;
gossipWindowOpen = false;
currentGossip = GossipMessageData{};
}
void GameHandler::handleListInventory(network::Packet& packet) {
if (!ListInventoryParser::parse(packet, currentVendorItems)) return;
vendorWindowOpen = true;
gossipWindowOpen = false; // Close gossip if vendor opens
}
uint32_t GameHandler::generateClientSeed() {
// Generate cryptographically random seed
std::random_device rd;