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.
This commit is contained in:
Kelsi 2026-02-05 14:13:48 -08:00
parent f19c060078
commit cf54db4554
16 changed files with 611 additions and 30 deletions

View file

@ -110,6 +110,14 @@ struct Character {
bool hasPet() const { return pet.exists(); }
};
// Race/class combo and appearance range validation (WoW 3.3.5a)
bool isValidRaceClassCombo(Race race, Class cls);
uint8_t getMaxSkin(Race race, Gender gender);
uint8_t getMaxFace(Race race, Gender gender);
uint8_t getMaxHairStyle(Race race, Gender gender);
uint8_t getMaxHairColor(Race race, Gender gender);
uint8_t getMaxFacialFeature(Race race, Gender gender);
/**
* Get human-readable race name
*/

View file

@ -102,6 +102,11 @@ public:
*/
const std::vector<Character>& getCharacters() const { return characters; }
void createCharacter(const CharCreateData& data);
using CharCreateCallback = std::function<void(bool success, const std::string& message)>;
void setCharCreateCallback(CharCreateCallback cb) { charCreateCallback_ = std::move(cb); }
/**
* Select and log in with a character
* @param characterGuid GUID of character to log in with
@ -210,6 +215,7 @@ public:
// Single-player mode
void setSinglePlayerMode(bool sp) { singlePlayerMode_ = sp; }
bool isSinglePlayerMode() const { return singlePlayerMode_; }
void simulateMotd(const std::vector<std::string>& lines);
// NPC death callback (single-player)
using NpcDeathCallback = std::function<void(uint64_t guid)>;
@ -375,6 +381,9 @@ private:
void handleGroupUninvite(network::Packet& packet);
void handlePartyCommandResult(network::Packet& packet);
// ---- Character creation handler ----
void handleCharCreateResponse(network::Packet& packet);
// ---- XP handler ----
void handleXpGain(network::Packet& packet);
@ -515,6 +524,7 @@ private:
// Callbacks
WorldConnectSuccessCallback onSuccess;
WorldConnectFailureCallback onFailure;
CharCreateCallback charCreateCallback_;
// ---- XP tracking ----
uint32_t playerXp_ = 0;

View file

@ -12,6 +12,7 @@ enum class Opcode : uint16_t {
// ---- Client to Server (Core) ----
CMSG_PING = 0x1DC,
CMSG_AUTH_SESSION = 0x1ED,
CMSG_CHAR_CREATE = 0x036,
CMSG_CHAR_ENUM = 0x037,
CMSG_PLAYER_LOGIN = 0x03D,
@ -35,6 +36,7 @@ enum class Opcode : uint16_t {
// ---- Server to Client (Core) ----
SMSG_AUTH_CHALLENGE = 0x1EC,
SMSG_AUTH_RESPONSE = 0x1EE,
SMSG_CHAR_CREATE = 0x03A,
SMSG_CHAR_ENUM = 0x03B,
SMSG_PONG = 0x1DD,
SMSG_LOGIN_VERIFY_WORLD = 0x236,

View file

@ -2,6 +2,7 @@
#include "network/packet.hpp"
#include "game/opcodes.hpp"
#include "game/character.hpp"
#include "game/entity.hpp"
#include "game/spell_defines.hpp"
#include "game/group_defines.hpp"
@ -167,6 +168,47 @@ public:
static bool parse(network::Packet& packet, CharEnumResponse& response);
};
// ============================================================
// Character Creation
// ============================================================
enum class CharCreateResult : uint8_t {
SUCCESS = 0x00,
ERROR = 0x01,
FAILED = 0x02,
NAME_IN_USE = 0x03,
DISABLED = 0x04,
PVP_TEAMS_VIOLATION = 0x05,
SERVER_LIMIT = 0x06,
ACCOUNT_LIMIT = 0x07,
};
struct CharCreateData {
std::string name;
Race race;
Class characterClass;
Gender gender;
uint8_t skin = 0;
uint8_t face = 0;
uint8_t hairStyle = 0;
uint8_t hairColor = 0;
uint8_t facialHair = 0;
};
class CharCreatePacket {
public:
static network::Packet build(const CharCreateData& data);
};
struct CharCreateResponseData {
CharCreateResult result;
};
class CharCreateResponseParser {
public:
static bool parse(network::Packet& packet, CharCreateResponseData& data);
};
/**
* CMSG_PLAYER_LOGIN packet builder
*