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Add character creation screen with race/class/appearance customization
Implements a full character creation UI integrated into the existing flow. In single-player mode, auth screen now goes to character creation before entering the world. In online mode, a "Create Character" button on the character selection screen sends CMSG_CHAR_CREATE to the server. Includes WoW 3.3.5a race/class combo validation and appearance range limits.
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16 changed files with 611 additions and 30 deletions
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@ -110,6 +110,14 @@ struct Character {
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bool hasPet() const { return pet.exists(); }
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};
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// Race/class combo and appearance range validation (WoW 3.3.5a)
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bool isValidRaceClassCombo(Race race, Class cls);
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uint8_t getMaxSkin(Race race, Gender gender);
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uint8_t getMaxFace(Race race, Gender gender);
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uint8_t getMaxHairStyle(Race race, Gender gender);
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uint8_t getMaxHairColor(Race race, Gender gender);
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uint8_t getMaxFacialFeature(Race race, Gender gender);
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/**
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* Get human-readable race name
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*/
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@ -102,6 +102,11 @@ public:
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*/
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const std::vector<Character>& getCharacters() const { return characters; }
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void createCharacter(const CharCreateData& data);
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using CharCreateCallback = std::function<void(bool success, const std::string& message)>;
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void setCharCreateCallback(CharCreateCallback cb) { charCreateCallback_ = std::move(cb); }
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/**
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* Select and log in with a character
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* @param characterGuid GUID of character to log in with
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@ -210,6 +215,7 @@ public:
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// Single-player mode
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void setSinglePlayerMode(bool sp) { singlePlayerMode_ = sp; }
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bool isSinglePlayerMode() const { return singlePlayerMode_; }
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void simulateMotd(const std::vector<std::string>& lines);
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// NPC death callback (single-player)
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using NpcDeathCallback = std::function<void(uint64_t guid)>;
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@ -375,6 +381,9 @@ private:
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void handleGroupUninvite(network::Packet& packet);
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void handlePartyCommandResult(network::Packet& packet);
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// ---- Character creation handler ----
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void handleCharCreateResponse(network::Packet& packet);
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// ---- XP handler ----
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void handleXpGain(network::Packet& packet);
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@ -515,6 +524,7 @@ private:
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// Callbacks
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WorldConnectSuccessCallback onSuccess;
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WorldConnectFailureCallback onFailure;
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CharCreateCallback charCreateCallback_;
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// ---- XP tracking ----
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uint32_t playerXp_ = 0;
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@ -12,6 +12,7 @@ enum class Opcode : uint16_t {
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// ---- Client to Server (Core) ----
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CMSG_PING = 0x1DC,
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CMSG_AUTH_SESSION = 0x1ED,
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CMSG_CHAR_CREATE = 0x036,
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CMSG_CHAR_ENUM = 0x037,
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CMSG_PLAYER_LOGIN = 0x03D,
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@ -35,6 +36,7 @@ enum class Opcode : uint16_t {
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// ---- Server to Client (Core) ----
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SMSG_AUTH_CHALLENGE = 0x1EC,
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SMSG_AUTH_RESPONSE = 0x1EE,
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SMSG_CHAR_CREATE = 0x03A,
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SMSG_CHAR_ENUM = 0x03B,
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SMSG_PONG = 0x1DD,
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SMSG_LOGIN_VERIFY_WORLD = 0x236,
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@ -2,6 +2,7 @@
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#include "network/packet.hpp"
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#include "game/opcodes.hpp"
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#include "game/character.hpp"
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#include "game/entity.hpp"
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#include "game/spell_defines.hpp"
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#include "game/group_defines.hpp"
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@ -167,6 +168,47 @@ public:
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static bool parse(network::Packet& packet, CharEnumResponse& response);
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};
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// ============================================================
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// Character Creation
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// ============================================================
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enum class CharCreateResult : uint8_t {
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SUCCESS = 0x00,
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ERROR = 0x01,
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FAILED = 0x02,
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NAME_IN_USE = 0x03,
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DISABLED = 0x04,
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PVP_TEAMS_VIOLATION = 0x05,
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SERVER_LIMIT = 0x06,
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ACCOUNT_LIMIT = 0x07,
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};
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struct CharCreateData {
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std::string name;
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Race race;
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Class characterClass;
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Gender gender;
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uint8_t skin = 0;
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uint8_t face = 0;
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uint8_t hairStyle = 0;
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uint8_t hairColor = 0;
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uint8_t facialHair = 0;
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};
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class CharCreatePacket {
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public:
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static network::Packet build(const CharCreateData& data);
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};
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struct CharCreateResponseData {
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CharCreateResult result;
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};
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class CharCreateResponseParser {
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public:
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static bool parse(network::Packet& packet, CharCreateResponseData& data);
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};
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/**
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* CMSG_PLAYER_LOGIN packet builder
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*
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