Initial commit: wowee native WoW 3.3.5a client

This commit is contained in:
Kelsi 2026-02-02 12:24:50 -08:00
commit ce6cb8f38e
147 changed files with 32347 additions and 0 deletions

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#pragma once
#include <cstdint>
#include <string>
#include <vector>
namespace wowee {
namespace game {
/**
* Race IDs (WoW 3.3.5a)
*/
enum class Race : uint8_t {
HUMAN = 1,
ORC = 2,
DWARF = 3,
NIGHT_ELF = 4,
UNDEAD = 5,
TAUREN = 6,
GNOME = 7,
TROLL = 8,
GOBLIN = 9,
BLOOD_ELF = 10,
DRAENEI = 11
};
/**
* Class IDs (WoW 3.3.5a)
*/
enum class Class : uint8_t {
WARRIOR = 1,
PALADIN = 2,
HUNTER = 3,
ROGUE = 4,
PRIEST = 5,
DEATH_KNIGHT = 6,
SHAMAN = 7,
MAGE = 8,
WARLOCK = 9,
DRUID = 11
};
/**
* Gender IDs
*/
enum class Gender : uint8_t {
MALE = 0,
FEMALE = 1
};
/**
* Equipment item data
*/
struct EquipmentItem {
uint32_t displayModel; // Display model ID
uint8_t inventoryType; // Inventory slot type
uint32_t enchantment; // Enchantment/effect ID
bool isEmpty() const { return displayModel == 0; }
};
/**
* Pet data (optional)
*/
struct PetData {
uint32_t displayModel; // Pet display model ID
uint32_t level; // Pet level
uint32_t family; // Pet family ID
bool exists() const { return displayModel != 0; }
};
/**
* Complete character data from SMSG_CHAR_ENUM
*/
struct Character {
// Identity
uint64_t guid; // Character GUID (unique identifier)
std::string name; // Character name
// Basics
Race race; // Character race
Class characterClass; // Character class (renamed from 'class' keyword)
Gender gender; // Character gender
uint8_t level; // Character level (1-80)
// Appearance
uint32_t appearanceBytes; // Custom appearance (skin, hair color, hair style, face)
uint8_t facialFeatures; // Facial features
// Location
uint32_t zoneId; // Current zone ID
uint32_t mapId; // Current map ID
float x; // X coordinate
float y; // Y coordinate
float z; // Z coordinate
// Affiliations
uint32_t guildId; // Guild ID (0 if no guild)
// State
uint32_t flags; // Character flags (PvP, dead, etc.)
// Optional data
PetData pet; // Pet information (if exists)
std::vector<EquipmentItem> equipment; // Equipment (23 slots)
// Helper methods
bool hasGuild() const { return guildId != 0; }
bool hasPet() const { return pet.exists(); }
};
/**
* Get human-readable race name
*/
const char* getRaceName(Race race);
/**
* Get human-readable class name
*/
const char* getClassName(Class characterClass);
/**
* Get human-readable gender name
*/
const char* getGenderName(Gender gender);
} // namespace game
} // namespace wowee

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#pragma once
#include <cstdint>
#include <string>
#include <map>
#include <memory>
namespace wowee {
namespace game {
/**
* Object type IDs for WoW 3.3.5a
*/
enum class ObjectType : uint8_t {
OBJECT = 0,
ITEM = 1,
CONTAINER = 2,
UNIT = 3,
PLAYER = 4,
GAMEOBJECT = 5,
DYNAMICOBJECT = 6,
CORPSE = 7
};
/**
* Object type masks for update packets
*/
enum class TypeMask : uint16_t {
OBJECT = 0x0001,
ITEM = 0x0002,
CONTAINER = 0x0004,
UNIT = 0x0008,
PLAYER = 0x0010,
GAMEOBJECT = 0x0020,
DYNAMICOBJECT = 0x0040,
CORPSE = 0x0080
};
/**
* Update types for SMSG_UPDATE_OBJECT
*/
enum class UpdateType : uint8_t {
VALUES = 0, // Partial update (changed fields only)
MOVEMENT = 1, // Movement update
CREATE_OBJECT = 2, // Create new object (full data)
CREATE_OBJECT2 = 3, // Create new object (alternate format)
OUT_OF_RANGE_OBJECTS = 4, // Objects left view range
NEAR_OBJECTS = 5 // Objects entered view range
};
/**
* Base entity class for all game objects
*/
class Entity {
public:
Entity() = default;
explicit Entity(uint64_t guid) : guid(guid) {}
virtual ~Entity() = default;
// GUID access
uint64_t getGuid() const { return guid; }
void setGuid(uint64_t g) { guid = g; }
// Position
float getX() const { return x; }
float getY() const { return y; }
float getZ() const { return z; }
float getOrientation() const { return orientation; }
void setPosition(float px, float py, float pz, float o) {
x = px;
y = py;
z = pz;
orientation = o;
}
// Object type
ObjectType getType() const { return type; }
void setType(ObjectType t) { type = t; }
// Fields (for update values)
void setField(uint16_t index, uint32_t value) {
fields[index] = value;
}
uint32_t getField(uint16_t index) const {
auto it = fields.find(index);
return (it != fields.end()) ? it->second : 0;
}
bool hasField(uint16_t index) const {
return fields.find(index) != fields.end();
}
const std::map<uint16_t, uint32_t>& getFields() const {
return fields;
}
protected:
uint64_t guid = 0;
ObjectType type = ObjectType::OBJECT;
// Position
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
float orientation = 0.0f;
// Update fields (dynamic values)
std::map<uint16_t, uint32_t> fields;
};
/**
* Unit entity (NPCs, creatures, players)
*/
class Unit : public Entity {
public:
Unit() { type = ObjectType::UNIT; }
explicit Unit(uint64_t guid) : Entity(guid) { type = ObjectType::UNIT; }
// Name
const std::string& getName() const { return name; }
void setName(const std::string& n) { name = n; }
// Health
uint32_t getHealth() const { return health; }
void setHealth(uint32_t h) { health = h; }
uint32_t getMaxHealth() const { return maxHealth; }
void setMaxHealth(uint32_t h) { maxHealth = h; }
// Level
uint32_t getLevel() const { return level; }
void setLevel(uint32_t l) { level = l; }
protected:
std::string name;
uint32_t health = 0;
uint32_t maxHealth = 0;
uint32_t level = 1;
};
/**
* Player entity
*/
class Player : public Unit {
public:
Player() { type = ObjectType::PLAYER; }
explicit Player(uint64_t guid) : Unit(guid) { type = ObjectType::PLAYER; }
// Name
const std::string& getName() const { return name; }
void setName(const std::string& n) { name = n; }
protected:
std::string name;
};
/**
* GameObject entity (doors, chests, etc.)
*/
class GameObject : public Entity {
public:
GameObject() { type = ObjectType::GAMEOBJECT; }
explicit GameObject(uint64_t guid) : Entity(guid) { type = ObjectType::GAMEOBJECT; }
uint32_t getDisplayId() const { return displayId; }
void setDisplayId(uint32_t id) { displayId = id; }
protected:
uint32_t displayId = 0;
};
/**
* Entity manager for tracking all entities in view
*/
class EntityManager {
public:
// Add entity
void addEntity(uint64_t guid, std::shared_ptr<Entity> entity);
// Remove entity
void removeEntity(uint64_t guid);
// Get entity
std::shared_ptr<Entity> getEntity(uint64_t guid) const;
// Check if entity exists
bool hasEntity(uint64_t guid) const;
// Get all entities
const std::map<uint64_t, std::shared_ptr<Entity>>& getEntities() const {
return entities;
}
// Clear all entities
void clear() {
entities.clear();
}
// Get entity count
size_t getEntityCount() const {
return entities.size();
}
private:
std::map<uint64_t, std::shared_ptr<Entity>> entities;
};
} // namespace game
} // namespace wowee

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#pragma once
#include "game/world_packets.hpp"
#include "game/character.hpp"
#include "game/inventory.hpp"
#include <memory>
#include <string>
#include <vector>
#include <functional>
#include <cstdint>
namespace wowee {
namespace network { class WorldSocket; class Packet; }
namespace game {
/**
* World connection state
*/
enum class WorldState {
DISCONNECTED, // Not connected
CONNECTING, // TCP connection in progress
CONNECTED, // Connected, waiting for challenge
CHALLENGE_RECEIVED, // Received SMSG_AUTH_CHALLENGE
AUTH_SENT, // Sent CMSG_AUTH_SESSION, encryption initialized
AUTHENTICATED, // Received SMSG_AUTH_RESPONSE success
READY, // Ready for character/world operations
CHAR_LIST_REQUESTED, // CMSG_CHAR_ENUM sent
CHAR_LIST_RECEIVED, // SMSG_CHAR_ENUM received
ENTERING_WORLD, // CMSG_PLAYER_LOGIN sent
IN_WORLD, // In game world
FAILED // Connection or authentication failed
};
/**
* World connection callbacks
*/
using WorldConnectSuccessCallback = std::function<void()>;
using WorldConnectFailureCallback = std::function<void(const std::string& reason)>;
/**
* GameHandler - Manages world server connection and game protocol
*
* Handles:
* - Connection to world server
* - Authentication with session key from auth server
* - RC4 header encryption
* - Character enumeration
* - World entry
* - Game packets
*/
class GameHandler {
public:
GameHandler();
~GameHandler();
/**
* Connect to world server
*
* @param host World server hostname/IP
* @param port World server port (default 8085)
* @param sessionKey 40-byte session key from auth server
* @param accountName Account name (will be uppercased)
* @param build Client build number (default 12340 for 3.3.5a)
* @return true if connection initiated
*/
bool connect(const std::string& host,
uint16_t port,
const std::vector<uint8_t>& sessionKey,
const std::string& accountName,
uint32_t build = 12340);
/**
* Disconnect from world server
*/
void disconnect();
/**
* Check if connected to world server
*/
bool isConnected() const;
/**
* Get current connection state
*/
WorldState getState() const { return state; }
/**
* Request character list from server
* Must be called when state is READY or AUTHENTICATED
*/
void requestCharacterList();
/**
* Get list of characters (available after CHAR_LIST_RECEIVED state)
*/
const std::vector<Character>& getCharacters() const { return characters; }
/**
* Select and log in with a character
* @param characterGuid GUID of character to log in with
*/
void selectCharacter(uint64_t characterGuid);
/**
* Get current player movement info
*/
const MovementInfo& getMovementInfo() const { return movementInfo; }
/**
* Send a movement packet
* @param opcode Movement opcode (CMSG_MOVE_START_FORWARD, etc.)
*/
void sendMovement(Opcode opcode);
/**
* Update player position
* @param x X coordinate
* @param y Y coordinate
* @param z Z coordinate
*/
void setPosition(float x, float y, float z);
/**
* Update player orientation
* @param orientation Facing direction in radians
*/
void setOrientation(float orientation);
/**
* Get entity manager (for accessing entities in view)
*/
EntityManager& getEntityManager() { return entityManager; }
const EntityManager& getEntityManager() const { return entityManager; }
/**
* Send a chat message
* @param type Chat type (SAY, YELL, WHISPER, etc.)
* @param message Message text
* @param target Target name (for whispers, empty otherwise)
*/
void sendChatMessage(ChatType type, const std::string& message, const std::string& target = "");
/**
* Get chat history (recent messages)
* @param maxMessages Maximum number of messages to return (0 = all)
* @return Vector of chat messages
*/
std::vector<MessageChatData> getChatHistory(size_t maxMessages = 50) const;
/**
* Add a locally-generated chat message (e.g., emote feedback)
*/
void addLocalChatMessage(const MessageChatData& msg);
// Inventory
Inventory& getInventory() { return inventory; }
const Inventory& getInventory() const { return inventory; }
// Targeting
void setTarget(uint64_t guid);
void clearTarget();
uint64_t getTargetGuid() const { return targetGuid; }
std::shared_ptr<Entity> getTarget() const;
bool hasTarget() const { return targetGuid != 0; }
void tabTarget(float playerX, float playerY, float playerZ);
/**
* Set callbacks
*/
void setOnSuccess(WorldConnectSuccessCallback callback) { onSuccess = callback; }
void setOnFailure(WorldConnectFailureCallback callback) { onFailure = callback; }
/**
* Update - call regularly (e.g., each frame)
*
* @param deltaTime Time since last update in seconds
*/
void update(float deltaTime);
private:
/**
* Handle incoming packet from world server
*/
void handlePacket(network::Packet& packet);
/**
* Handle SMSG_AUTH_CHALLENGE from server
*/
void handleAuthChallenge(network::Packet& packet);
/**
* Handle SMSG_AUTH_RESPONSE from server
*/
void handleAuthResponse(network::Packet& packet);
/**
* Handle SMSG_CHAR_ENUM from server
*/
void handleCharEnum(network::Packet& packet);
/**
* Handle SMSG_LOGIN_VERIFY_WORLD from server
*/
void handleLoginVerifyWorld(network::Packet& packet);
/**
* Handle SMSG_ACCOUNT_DATA_TIMES from server
*/
void handleAccountDataTimes(network::Packet& packet);
/**
* Handle SMSG_MOTD from server
*/
void handleMotd(network::Packet& packet);
/**
* Handle SMSG_PONG from server
*/
void handlePong(network::Packet& packet);
/**
* Handle SMSG_UPDATE_OBJECT from server
*/
void handleUpdateObject(network::Packet& packet);
/**
* Handle SMSG_DESTROY_OBJECT from server
*/
void handleDestroyObject(network::Packet& packet);
/**
* Handle SMSG_MESSAGECHAT from server
*/
void handleMessageChat(network::Packet& packet);
/**
* Send CMSG_PING to server (heartbeat)
*/
void sendPing();
/**
* Send CMSG_AUTH_SESSION to server
*/
void sendAuthSession();
/**
* Generate random client seed
*/
uint32_t generateClientSeed();
/**
* Change state with logging
*/
void setState(WorldState newState);
/**
* Fail connection with reason
*/
void fail(const std::string& reason);
// Network
std::unique_ptr<network::WorldSocket> socket;
// State
WorldState state = WorldState::DISCONNECTED;
// Authentication data
std::vector<uint8_t> sessionKey; // 40-byte session key from auth server
std::string accountName; // Account name
uint32_t build = 12340; // Client build (3.3.5a)
uint32_t clientSeed = 0; // Random seed generated by client
uint32_t serverSeed = 0; // Seed from SMSG_AUTH_CHALLENGE
// Characters
std::vector<Character> characters; // Character list from SMSG_CHAR_ENUM
// Movement
MovementInfo movementInfo; // Current player movement state
uint32_t movementTime = 0; // Movement timestamp counter
// Inventory
Inventory inventory;
// Entity tracking
EntityManager entityManager; // Manages all entities in view
// Chat
std::vector<MessageChatData> chatHistory; // Recent chat messages
size_t maxChatHistory = 100; // Maximum chat messages to keep
// Targeting
uint64_t targetGuid = 0;
std::vector<uint64_t> tabCycleList;
int tabCycleIndex = -1;
bool tabCycleStale = true;
// Heartbeat
uint32_t pingSequence = 0; // Ping sequence number (increments)
float timeSinceLastPing = 0.0f; // Time since last ping sent (seconds)
float pingInterval = 30.0f; // Ping interval (30 seconds)
uint32_t lastLatency = 0; // Last measured latency (milliseconds)
// Callbacks
WorldConnectSuccessCallback onSuccess;
WorldConnectFailureCallback onFailure;
};
} // namespace game
} // namespace wowee

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#pragma once
#include <cstdint>
#include <string>
#include <array>
namespace wowee {
namespace game {
enum class ItemQuality : uint8_t {
POOR = 0, // Grey
COMMON = 1, // White
UNCOMMON = 2, // Green
RARE = 3, // Blue
EPIC = 4, // Purple
LEGENDARY = 5, // Orange
};
enum class EquipSlot : uint8_t {
HEAD = 0, NECK, SHOULDERS, SHIRT, CHEST,
WAIST, LEGS, FEET, WRISTS, HANDS,
RING1, RING2, TRINKET1, TRINKET2,
BACK, MAIN_HAND, OFF_HAND, RANGED, TABARD,
BAG1, BAG2, BAG3, BAG4,
NUM_SLOTS // = 23
};
struct ItemDef {
uint32_t itemId = 0;
std::string name;
std::string subclassName; // "Sword", "Mace", "Shield", etc.
ItemQuality quality = ItemQuality::COMMON;
uint8_t inventoryType = 0;
uint32_t stackCount = 1;
uint32_t maxStack = 1;
uint32_t bagSlots = 0;
// Stats
int32_t armor = 0;
int32_t stamina = 0;
int32_t strength = 0;
int32_t agility = 0;
int32_t intellect = 0;
int32_t spirit = 0;
uint32_t displayInfoId = 0;
};
struct ItemSlot {
ItemDef item;
bool empty() const { return item.itemId == 0; }
};
class Inventory {
public:
static constexpr int BACKPACK_SLOTS = 16;
static constexpr int NUM_EQUIP_SLOTS = 23;
static constexpr int NUM_BAG_SLOTS = 4;
static constexpr int MAX_BAG_SIZE = 36;
Inventory();
// Backpack
const ItemSlot& getBackpackSlot(int index) const;
bool setBackpackSlot(int index, const ItemDef& item);
bool clearBackpackSlot(int index);
int getBackpackSize() const { return BACKPACK_SLOTS; }
// Equipment
const ItemSlot& getEquipSlot(EquipSlot slot) const;
bool setEquipSlot(EquipSlot slot, const ItemDef& item);
bool clearEquipSlot(EquipSlot slot);
// Extra bags
int getBagSize(int bagIndex) const;
const ItemSlot& getBagSlot(int bagIndex, int slotIndex) const;
bool setBagSlot(int bagIndex, int slotIndex, const ItemDef& item);
// Utility
int findFreeBackpackSlot() const;
bool addItem(const ItemDef& item);
// Test data
void populateTestItems();
private:
std::array<ItemSlot, BACKPACK_SLOTS> backpack{};
std::array<ItemSlot, NUM_EQUIP_SLOTS> equipment{};
struct BagData {
int size = 0;
std::array<ItemSlot, MAX_BAG_SIZE> slots{};
};
std::array<BagData, NUM_BAG_SLOTS> bags{};
};
const char* getQualityName(ItemQuality quality);
const char* getEquipSlotName(EquipSlot slot);
} // namespace game
} // namespace wowee

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#pragma once
#include <cstdint>
#include <string>
#include <vector>
#include <unordered_map>
#include <glm/glm.hpp>
namespace wowee {
namespace pipeline { class AssetManager; }
namespace rendering { class CharacterRenderer; }
namespace game {
class EntityManager;
struct NpcSpawnDef {
std::string name;
std::string m2Path;
uint32_t level;
uint32_t health;
glm::vec3 glPosition; // GL world coords (pre-converted)
float rotation; // radians around Z
float scale;
bool isCritter; // critters don't do humanoid emotes
};
struct NpcInstance {
uint64_t guid;
uint32_t renderInstanceId;
float emoteTimer; // countdown to next random emote
float emoteEndTimer; // countdown until emote animation finishes
bool isEmoting;
bool isCritter;
};
class NpcManager {
public:
void initialize(pipeline::AssetManager* am,
rendering::CharacterRenderer* cr,
EntityManager& em,
const glm::vec3& playerSpawnGL);
void update(float deltaTime, rendering::CharacterRenderer* cr);
private:
void loadCreatureModel(pipeline::AssetManager* am,
rendering::CharacterRenderer* cr,
const std::string& m2Path,
uint32_t modelId);
std::vector<NpcInstance> npcs;
std::unordered_map<std::string, uint32_t> loadedModels; // path -> modelId
uint64_t nextGuid = 0xF1300000DEAD0001ULL;
uint32_t nextModelId = 100;
};
} // namespace game
} // namespace wowee

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#pragma once
#include <cstdint>
namespace wowee {
namespace game {
// World of Warcraft 3.3.5a opcodes
enum class Opcode : uint16_t {
// Client to Server
CMSG_PING = 0x1DC,
CMSG_AUTH_SESSION = 0x1ED,
CMSG_CHAR_ENUM = 0x037,
CMSG_PLAYER_LOGIN = 0x03D,
// Movement
CMSG_MOVE_START_FORWARD = 0x0B5,
CMSG_MOVE_START_BACKWARD = 0x0B6,
CMSG_MOVE_STOP = 0x0B7,
CMSG_MOVE_START_STRAFE_LEFT = 0x0B8,
CMSG_MOVE_START_STRAFE_RIGHT = 0x0B9,
CMSG_MOVE_STOP_STRAFE = 0x0BA,
CMSG_MOVE_JUMP = 0x0BB,
CMSG_MOVE_START_TURN_LEFT = 0x0BC,
CMSG_MOVE_START_TURN_RIGHT = 0x0BD,
CMSG_MOVE_STOP_TURN = 0x0BE,
CMSG_MOVE_SET_FACING = 0x0DA,
CMSG_MOVE_FALL_LAND = 0x0C9,
CMSG_MOVE_START_SWIM = 0x0CA,
CMSG_MOVE_STOP_SWIM = 0x0CB,
CMSG_MOVE_HEARTBEAT = 0x0EE,
// Server to Client
SMSG_AUTH_CHALLENGE = 0x1EC,
SMSG_AUTH_RESPONSE = 0x1EE,
SMSG_CHAR_ENUM = 0x03B,
SMSG_PONG = 0x1DD,
SMSG_LOGIN_VERIFY_WORLD = 0x236,
SMSG_ACCOUNT_DATA_TIMES = 0x209,
SMSG_FEATURE_SYSTEM_STATUS = 0x3ED,
SMSG_MOTD = 0x33D,
// Entity/Object updates
SMSG_UPDATE_OBJECT = 0x0A9,
SMSG_DESTROY_OBJECT = 0x0AA,
// Chat
CMSG_MESSAGECHAT = 0x095,
SMSG_MESSAGECHAT = 0x096,
// TODO: Add more opcodes as needed
};
} // namespace game
} // namespace wowee

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#pragma once
#include <glm/glm.hpp>
namespace wowee {
namespace game {
class Player {
public:
void setPosition(const glm::vec3& pos) { position = pos; }
const glm::vec3& getPosition() const { return position; }
private:
glm::vec3 position = glm::vec3(0.0f);
};
} // namespace game
} // namespace wowee

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#pragma once
#include <cstdint>
namespace wowee {
namespace game {
class World {
public:
World() = default;
~World() = default;
void update(float deltaTime);
void loadMap(uint32_t mapId);
};
} // namespace game
} // namespace wowee

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#pragma once
#include "network/packet.hpp"
#include "game/opcodes.hpp"
#include "game/entity.hpp"
#include <vector>
#include <cstdint>
#include <string>
#include <map>
namespace wowee {
namespace game {
/**
* SMSG_AUTH_CHALLENGE data (from server)
*
* Sent by world server immediately after TCP connect
* Contains server seed/salt for authentication hash
*/
struct AuthChallengeData {
uint32_t unknown1; // Always seems to be 0x00000001
uint32_t serverSeed; // Random seed from server
// Note: 3.3.5a has additional data after this
bool isValid() const { return unknown1 != 0; }
};
/**
* CMSG_AUTH_SESSION packet builder
*
* Client authentication to world server using session key from auth server
*/
class AuthSessionPacket {
public:
/**
* Build CMSG_AUTH_SESSION packet
*
* @param build Client build number (12340 for 3.3.5a)
* @param accountName Account name (uppercase)
* @param clientSeed Random 4-byte seed generated by client
* @param sessionKey 40-byte session key from auth server
* @param serverSeed 4-byte seed from SMSG_AUTH_CHALLENGE
* @return Packet ready to send
*/
static network::Packet build(uint32_t build,
const std::string& accountName,
uint32_t clientSeed,
const std::vector<uint8_t>& sessionKey,
uint32_t serverSeed);
private:
/**
* Compute authentication hash
*
* SHA1(account + [0,0,0,0] + clientSeed + serverSeed + sessionKey)
*
* @param accountName Account name
* @param clientSeed Client seed
* @param serverSeed Server seed
* @param sessionKey 40-byte session key
* @return 20-byte SHA1 hash
*/
static std::vector<uint8_t> computeAuthHash(
const std::string& accountName,
uint32_t clientSeed,
uint32_t serverSeed,
const std::vector<uint8_t>& sessionKey);
};
/**
* SMSG_AUTH_CHALLENGE response parser
*/
class AuthChallengeParser {
public:
static bool parse(network::Packet& packet, AuthChallengeData& data);
};
/**
* SMSG_AUTH_RESPONSE result codes
*/
enum class AuthResult : uint8_t {
OK = 0x00, // Success, proceed to character screen
FAILED = 0x01, // Generic failure
REJECT = 0x02, // Reject
BAD_SERVER_PROOF = 0x03, // Bad server proof
UNAVAILABLE = 0x04, // Unavailable
SYSTEM_ERROR = 0x05, // System error
BILLING_ERROR = 0x06, // Billing error
BILLING_EXPIRED = 0x07, // Billing expired
VERSION_MISMATCH = 0x08, // Version mismatch
UNKNOWN_ACCOUNT = 0x09, // Unknown account
INCORRECT_PASSWORD = 0x0A, // Incorrect password
SESSION_EXPIRED = 0x0B, // Session expired
SERVER_SHUTTING_DOWN = 0x0C, // Server shutting down
ALREADY_LOGGING_IN = 0x0D, // Already logging in
LOGIN_SERVER_NOT_FOUND = 0x0E, // Login server not found
WAIT_QUEUE = 0x0F, // Wait queue
BANNED = 0x10, // Banned
ALREADY_ONLINE = 0x11, // Already online
NO_TIME = 0x12, // No game time
DB_BUSY = 0x13, // DB busy
SUSPENDED = 0x14, // Suspended
PARENTAL_CONTROL = 0x15, // Parental control
LOCKED_ENFORCED = 0x16 // Account locked
};
/**
* SMSG_AUTH_RESPONSE data (from server)
*/
struct AuthResponseData {
AuthResult result;
bool isSuccess() const { return result == AuthResult::OK; }
};
/**
* SMSG_AUTH_RESPONSE parser
*/
class AuthResponseParser {
public:
static bool parse(network::Packet& packet, AuthResponseData& data);
};
/**
* Get human-readable string for auth result
*/
const char* getAuthResultString(AuthResult result);
// Forward declare Character
struct Character;
/**
* CMSG_CHAR_ENUM packet builder
*
* Request list of characters on account
*/
class CharEnumPacket {
public:
/**
* Build CMSG_CHAR_ENUM packet
*
* This packet has no body - just the opcode
*/
static network::Packet build();
};
/**
* SMSG_CHAR_ENUM response data (from server)
*
* Contains list of all characters on the account
*/
struct CharEnumResponse {
std::vector<Character> characters;
bool isEmpty() const { return characters.empty(); }
size_t count() const { return characters.size(); }
};
/**
* SMSG_CHAR_ENUM response parser
*/
class CharEnumParser {
public:
static bool parse(network::Packet& packet, CharEnumResponse& response);
};
/**
* CMSG_PLAYER_LOGIN packet builder
*
* Select character and enter world
*/
class PlayerLoginPacket {
public:
/**
* Build CMSG_PLAYER_LOGIN packet
*
* @param characterGuid GUID of character to log in with
*/
static network::Packet build(uint64_t characterGuid);
};
/**
* SMSG_LOGIN_VERIFY_WORLD data (from server)
*
* Confirms successful world entry with initial position and map info
*/
struct LoginVerifyWorldData {
uint32_t mapId; // Map ID where character spawned
float x, y, z; // Initial position coordinates
float orientation; // Initial orientation (facing direction)
bool isValid() const { return mapId != 0xFFFFFFFF; }
};
/**
* SMSG_LOGIN_VERIFY_WORLD parser
*/
class LoginVerifyWorldParser {
public:
static bool parse(network::Packet& packet, LoginVerifyWorldData& data);
};
/**
* SMSG_ACCOUNT_DATA_TIMES data (from server)
*
* Contains timestamps for account data (macros, keybindings, etc.)
*/
struct AccountDataTimesData {
uint32_t serverTime; // Current server time (Unix timestamp)
uint8_t unknown; // Unknown (always 1?)
uint32_t accountDataTimes[8]; // Timestamps for 8 account data slots
bool isValid() const { return true; }
};
/**
* SMSG_ACCOUNT_DATA_TIMES parser
*/
class AccountDataTimesParser {
public:
static bool parse(network::Packet& packet, AccountDataTimesData& data);
};
/**
* SMSG_MOTD data (from server)
*
* Message of the Day from server
*/
struct MotdData {
std::vector<std::string> lines; // MOTD text lines
bool isEmpty() const { return lines.empty(); }
size_t lineCount() const { return lines.size(); }
};
/**
* SMSG_MOTD parser
*/
class MotdParser {
public:
static bool parse(network::Packet& packet, MotdData& data);
};
/**
* CMSG_PING packet builder
*
* Heartbeat packet sent periodically to keep connection alive
*/
class PingPacket {
public:
/**
* Build CMSG_PING packet
*
* @param sequence Sequence number (increments with each ping)
* @param latency Client-side latency estimate in milliseconds
* @return Packet ready to send
*/
static network::Packet build(uint32_t sequence, uint32_t latency);
};
/**
* SMSG_PONG data (from server)
*
* Response to CMSG_PING, echoes back the sequence number
*/
struct PongData {
uint32_t sequence; // Sequence number from CMSG_PING
bool isValid() const { return true; }
};
/**
* SMSG_PONG parser
*/
class PongParser {
public:
static bool parse(network::Packet& packet, PongData& data);
};
/**
* Movement flags for player movement
*/
enum class MovementFlags : uint32_t {
NONE = 0x00000000,
FORWARD = 0x00000001,
BACKWARD = 0x00000002,
STRAFE_LEFT = 0x00000004,
STRAFE_RIGHT = 0x00000008,
TURN_LEFT = 0x00000010,
TURN_RIGHT = 0x00000020,
PITCH_UP = 0x00000040,
PITCH_DOWN = 0x00000080,
WALKING = 0x00000100,
ONTRANSPORT = 0x00000200,
LEVITATING = 0x00000400,
ROOT = 0x00000800,
FALLING = 0x00001000,
FALLINGFAR = 0x00002000,
SWIMMING = 0x00200000,
ASCENDING = 0x00400000,
CAN_FLY = 0x00800000,
FLYING = 0x01000000,
};
/**
* Movement info structure
*
* Contains all movement-related data sent in movement packets
*/
struct MovementInfo {
uint32_t flags = 0; // Movement flags
uint16_t flags2 = 0; // Extra movement flags
uint32_t time = 0; // Movement timestamp (milliseconds)
float x = 0.0f; // Position X
float y = 0.0f; // Position Y
float z = 0.0f; // Position Z
float orientation = 0.0f; // Facing direction (radians)
// Optional fields (based on flags)
float pitch = 0.0f; // Pitch angle (swimming/flying)
uint32_t fallTime = 0; // Time falling (milliseconds)
float jumpVelocity = 0.0f; // Jump vertical velocity
float jumpSinAngle = 0.0f; // Jump horizontal sin
float jumpCosAngle = 0.0f; // Jump horizontal cos
float jumpXYSpeed = 0.0f; // Jump horizontal speed
bool hasFlag(MovementFlags flag) const {
return (flags & static_cast<uint32_t>(flag)) != 0;
}
};
/**
* Movement packet builder
*
* Builds CMSG_MOVE_* packets with movement info
*/
class MovementPacket {
public:
/**
* Build a movement packet
*
* @param opcode Movement opcode (CMSG_MOVE_START_FORWARD, etc.)
* @param info Movement info
* @return Packet ready to send
*/
static network::Packet build(Opcode opcode, const MovementInfo& info);
};
// Forward declare Entity types
class Entity;
class EntityManager;
enum class ObjectType : uint8_t;
enum class UpdateType : uint8_t;
/**
* Update block for a single object in SMSG_UPDATE_OBJECT
*/
struct UpdateBlock {
UpdateType updateType;
uint64_t guid = 0;
ObjectType objectType;
// Movement data (for MOVEMENT updates)
bool hasMovement = false;
float x = 0.0f, y = 0.0f, z = 0.0f, orientation = 0.0f;
// Field data (for VALUES and CREATE updates)
std::map<uint16_t, uint32_t> fields;
};
/**
* SMSG_UPDATE_OBJECT data
*
* Contains all update blocks in the packet
*/
struct UpdateObjectData {
uint32_t blockCount = 0;
std::vector<UpdateBlock> blocks;
// Out-of-range GUIDs (for OUT_OF_RANGE_OBJECTS)
std::vector<uint64_t> outOfRangeGuids;
};
/**
* SMSG_UPDATE_OBJECT parser
*
* Parses object updates from server
*/
class UpdateObjectParser {
public:
/**
* Parse SMSG_UPDATE_OBJECT packet
*
* @param packet Packet to parse
* @param data Output data
* @return true if successful
*/
static bool parse(network::Packet& packet, UpdateObjectData& data);
private:
/**
* Parse a single update block
*
* @param packet Packet to read from
* @param block Output block
* @return true if successful
*/
static bool parseUpdateBlock(network::Packet& packet, UpdateBlock& block);
/**
* Parse movement block
*
* @param packet Packet to read from
* @param block Output block
* @return true if successful
*/
static bool parseMovementBlock(network::Packet& packet, UpdateBlock& block);
/**
* Parse update fields (mask + values)
*
* @param packet Packet to read from
* @param block Output block
* @return true if successful
*/
static bool parseUpdateFields(network::Packet& packet, UpdateBlock& block);
/**
* Read packed GUID from packet
*
* @param packet Packet to read from
* @return GUID value
*/
static uint64_t readPackedGuid(network::Packet& packet);
};
/**
* SMSG_DESTROY_OBJECT data
*/
struct DestroyObjectData {
uint64_t guid = 0;
bool isDeath = false; // true if unit died, false if despawned
};
/**
* SMSG_DESTROY_OBJECT parser
*/
class DestroyObjectParser {
public:
static bool parse(network::Packet& packet, DestroyObjectData& data);
};
/**
* Chat message types
*/
enum class ChatType : uint8_t {
SAY = 0,
PARTY = 1,
RAID = 2,
GUILD = 3,
OFFICER = 4,
YELL = 5,
WHISPER = 6,
WHISPER_INFORM = 7,
EMOTE = 8,
TEXT_EMOTE = 9,
SYSTEM = 10,
MONSTER_SAY = 11,
MONSTER_YELL = 12,
MONSTER_EMOTE = 13,
CHANNEL = 14,
CHANNEL_JOIN = 15,
CHANNEL_LEAVE = 16,
CHANNEL_LIST = 17,
CHANNEL_NOTICE = 18,
CHANNEL_NOTICE_USER = 19,
AFK = 20,
DND = 21,
IGNORED = 22,
SKILL = 23,
LOOT = 24,
BATTLEGROUND = 25,
BATTLEGROUND_LEADER = 26,
RAID_LEADER = 27,
RAID_WARNING = 28,
ACHIEVEMENT = 29,
GUILD_ACHIEVEMENT = 30
};
/**
* Chat language IDs
*/
enum class ChatLanguage : uint32_t {
UNIVERSAL = 0,
ORCISH = 1,
DARNASSIAN = 2,
TAURAHE = 3,
DWARVISH = 6,
COMMON = 7,
DEMONIC = 8,
TITAN = 9,
THALASSIAN = 10,
DRACONIC = 11,
KALIMAG = 12,
GNOMISH = 13,
TROLL = 14,
GUTTERSPEAK = 33,
DRAENEI = 35,
ZOMBIE = 36,
GNOMISH_BINARY = 37,
GOBLIN_BINARY = 38,
ADDON = 0xFFFFFFFF // Used for addon communication
};
/**
* CMSG_MESSAGECHAT packet builder
*/
class MessageChatPacket {
public:
/**
* Build CMSG_MESSAGECHAT packet
*
* @param type Chat type (SAY, YELL, etc.)
* @param language Language ID
* @param message Message text
* @param target Target name (for whispers, empty otherwise)
* @return Packet ready to send
*/
static network::Packet build(ChatType type,
ChatLanguage language,
const std::string& message,
const std::string& target = "");
};
/**
* SMSG_MESSAGECHAT data
*/
struct MessageChatData {
ChatType type;
ChatLanguage language;
uint64_t senderGuid = 0;
std::string senderName;
uint64_t receiverGuid = 0;
std::string receiverName;
std::string message;
std::string channelName; // For channel messages
uint8_t chatTag = 0; // Player flags (AFK, DND, GM, etc.)
bool isValid() const { return !message.empty(); }
};
/**
* SMSG_MESSAGECHAT parser
*/
class MessageChatParser {
public:
static bool parse(network::Packet& packet, MessageChatData& data);
};
/**
* Get human-readable string for chat type
*/
const char* getChatTypeString(ChatType type);
} // namespace game
} // namespace wowee

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#pragma once
#include <string>
#include <cstdint>
#include <unordered_map>
#include <vector>
namespace wowee {
namespace game {
struct ZoneInfo {
uint32_t id;
std::string name;
std::vector<std::string> musicPaths; // MPQ paths to music files
};
class ZoneManager {
public:
void initialize();
uint32_t getZoneId(int tileX, int tileY) const;
const ZoneInfo* getZoneInfo(uint32_t zoneId) const;
std::string getRandomMusic(uint32_t zoneId) const;
private:
// tile key = tileX * 100 + tileY
std::unordered_map<int, uint32_t> tileToZone;
std::unordered_map<uint32_t, ZoneInfo> zones;
};
} // namespace game
} // namespace wowee