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Fix resurrect: correct packet routing and show caster name in dialog
Two bugs fixed: 1. acceptResurrect() was always sending CMSG_SPIRIT_HEALER_ACTIVATE even for player-cast resurrections (Priest/Paladin/Druid). That opcode is only the correct response to SMSG_SPIRIT_HEALER_CONFIRM. For SMSG_RESURRECT_REQUEST the server expects CMSG_RESURRECT_RESPONSE with accept=1. Added resurrectIsSpiritHealer_ to track which path triggered the dialog and send the right packet per type. 2. The resurrect dialog showed a generic "Return to life?" string regardless of who cast the resurrection. Parse the optional CString name from SMSG_RESURRECT_REQUEST (or fall back to playerNameCache) and display "X wishes to resurrect you." when the caster is known.
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3 changed files with 39 additions and 10 deletions
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@ -735,6 +735,7 @@ public:
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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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const std::string& getResurrectCasterName() const { return resurrectCasterName_; }
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void releaseSpirit();
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void acceptResurrect();
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void declineResurrect();
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@ -2160,7 +2161,9 @@ private:
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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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bool resurrectIsSpiritHealer_ = false; // true = SMSG_SPIRIT_HEALER_CONFIRM, false = SMSG_RESURRECT_REQUEST
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uint64_t resurrectCasterGuid_ = 0;
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std::string resurrectCasterName_;
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bool repopPending_ = false;
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uint64_t lastRepopRequestMs_ = 0;
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@ -2942,6 +2942,8 @@ void GameHandler::handlePacket(network::Packet& packet) {
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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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resurrectCasterName_ = "";
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resurrectIsSpiritHealer_ = true;
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resurrectRequestPending_ = true;
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}
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break;
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@ -2952,9 +2954,22 @@ void GameHandler::handlePacket(network::Packet& packet) {
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break;
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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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// Optional caster name (CString, may be absent on some server builds)
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std::string casterName;
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if (packet.getReadPos() < packet.getSize()) {
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casterName = packet.readString();
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}
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LOG_INFO("Resurrect request from 0x", std::hex, casterGuid, std::dec,
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" name='", casterName, "'");
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if (casterGuid) {
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resurrectCasterGuid_ = casterGuid;
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resurrectIsSpiritHealer_ = false;
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if (!casterName.empty()) {
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resurrectCasterName_ = casterName;
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} else {
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auto nit = playerNameCache.find(casterGuid);
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resurrectCasterName_ = (nit != playerNameCache.end()) ? nit->second : "";
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}
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resurrectRequestPending_ = true;
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}
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break;
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@ -9455,11 +9470,19 @@ void GameHandler::activateSpiritHealer(uint64_t npcGuid) {
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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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if (resurrectIsSpiritHealer_) {
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// Spirit healer resurrection — SMSG_SPIRIT_HEALER_CONFIRM → CMSG_SPIRIT_HEALER_ACTIVATE
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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 for 0x",
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std::hex, resurrectCasterGuid_, std::dec);
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} else {
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// Player-cast resurrection — SMSG_RESURRECT_REQUEST → CMSG_RESURRECT_RESPONSE (accept=1)
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auto resp = ResurrectResponsePacket::build(resurrectCasterGuid_, true);
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socket->send(resp);
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LOG_INFO("Sent CMSG_RESURRECT_RESPONSE (accept) for 0x",
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std::hex, resurrectCasterGuid_, std::dec);
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}
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resurrectRequestPending_ = false;
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resurrectPending_ = true;
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}
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@ -7034,10 +7034,13 @@ void GameScreen::renderResurrectDialog(game::GameHandler& gameHandler) {
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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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const std::string& casterName = gameHandler.getResurrectCasterName();
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std::string text = casterName.empty()
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? "Return to life?"
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: casterName + " wishes to resurrect you.";
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float textW = ImGui::CalcTextSize(text.c_str()).x;
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ImGui::SetCursorPosX(std::max(4.0f, (dlgW - textW) / 2));
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ImGui::TextColored(ImVec4(0.8f, 0.9f, 1.0f, 1.0f), "%s", text.c_str());
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ImGui::Spacing();
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ImGui::Spacing();
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