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Implement basic trade request/accept/decline flow
- Parse SMSG_TRADE_STATUS for all 20+ status codes: incoming request, open/cancel/complete/accept notifications, error conditions (too far, wrong faction, stunned, dead, trial account, etc.) - SMSG_TRADE_STATUS_EXTENDED consumed via shared handler (no full item window yet; state tracking sufficient for accept/decline flow) - Add acceptTradeRequest() (CMSG_BEGIN_TRADE), declineTradeRequest(), acceptTrade() (CMSG_ACCEPT_TRADE), cancelTrade() (CMSG_CANCEL_TRADE) - Add BeginTradePacket, CancelTradePacket, AcceptTradePacket builders - Add renderTradeRequestPopup(): shows "X wants to trade" with Accept/Decline buttons when tradeStatus_ == PendingIncoming - TradeStatus enum tracks None/PendingIncoming/Open/Accepted/Complete
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6 changed files with 178 additions and 0 deletions
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@ -1953,6 +1953,10 @@ void GameHandler::handlePacket(network::Packet& packet) {
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case Opcode::SMSG_LOOT_REMOVED:
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handleLootRemoved(packet);
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break;
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case Opcode::SMSG_TRADE_STATUS:
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case Opcode::SMSG_TRADE_STATUS_EXTENDED:
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handleTradeStatus(packet);
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break;
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case Opcode::SMSG_LOOT_ROLL:
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handleLootRoll(packet);
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break;
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@ -14991,6 +14995,100 @@ void GameHandler::handleAuctionCommandResult(network::Packet& packet) {
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" error=", result.errorCode);
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}
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// ---------------------------------------------------------------------------
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// Trade (SMSG_TRADE_STATUS / SMSG_TRADE_STATUS_EXTENDED)
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// WotLK 3.3.5a status values:
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// 0=busy, 1=begin_trade(+guid), 2=open_window, 3=cancelled, 4=accepted,
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// 5=busy2, 6=no_target, 7=back_to_trade, 8=complete, 9=rejected,
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// 10=too_far, 11=wrong_faction, 12=close_window, 13=ignore,
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// 14-19=stun/dead/logout, 20=trial, 21=conjured_only
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// ---------------------------------------------------------------------------
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void GameHandler::handleTradeStatus(network::Packet& packet) {
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if (packet.getSize() - packet.getReadPos() < 4) return;
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uint32_t status = packet.readUInt32();
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switch (status) {
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case 1: { // BEGIN_TRADE — incoming request; read initiator GUID
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if (packet.getSize() - packet.getReadPos() >= 8) {
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tradePeerGuid_ = packet.readUInt64();
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}
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// Resolve name from entity list
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tradePeerName_.clear();
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auto entity = entityManager.getEntity(tradePeerGuid_);
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if (auto* unit = dynamic_cast<Unit*>(entity.get())) {
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tradePeerName_ = unit->getName();
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}
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if (tradePeerName_.empty()) {
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char tmp[32];
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std::snprintf(tmp, sizeof(tmp), "0x%llX",
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static_cast<unsigned long long>(tradePeerGuid_));
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tradePeerName_ = tmp;
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}
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tradeStatus_ = TradeStatus::PendingIncoming;
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addSystemChatMessage(tradePeerName_ + " wants to trade with you.");
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break;
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}
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case 2: // OPEN_WINDOW
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tradeStatus_ = TradeStatus::Open;
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addSystemChatMessage("Trade window opened.");
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break;
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case 3: // CANCELLED
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case 9: // REJECTED
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case 12: // CLOSE_WINDOW
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tradeStatus_ = TradeStatus::None;
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addSystemChatMessage("Trade cancelled.");
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break;
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case 4: // ACCEPTED (partner accepted)
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tradeStatus_ = TradeStatus::Accepted;
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addSystemChatMessage("Trade accepted. Awaiting other player...");
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break;
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case 8: // COMPLETE
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tradeStatus_ = TradeStatus::Complete;
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addSystemChatMessage("Trade complete!");
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tradeStatus_ = TradeStatus::None; // reset after notification
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break;
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case 7: // BACK_TO_TRADE (unaccepted after a change)
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tradeStatus_ = TradeStatus::Open;
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addSystemChatMessage("Trade offer changed.");
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break;
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case 10: addSystemChatMessage("Trade target is too far away."); break;
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case 11: addSystemChatMessage("Trade failed: wrong faction."); break;
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case 13: addSystemChatMessage("Trade failed: player ignores you."); break;
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case 14: addSystemChatMessage("Trade failed: you are stunned."); break;
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case 15: addSystemChatMessage("Trade failed: target is stunned."); break;
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case 16: addSystemChatMessage("Trade failed: you are dead."); break;
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case 17: addSystemChatMessage("Trade failed: target is dead."); break;
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case 20: addSystemChatMessage("Trial accounts cannot trade."); break;
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default: break;
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}
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LOG_DEBUG("SMSG_TRADE_STATUS: status=", status);
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}
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void GameHandler::acceptTradeRequest() {
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if (tradeStatus_ != TradeStatus::PendingIncoming || !socket) return;
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tradeStatus_ = TradeStatus::Open;
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socket->send(BeginTradePacket::build());
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}
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void GameHandler::declineTradeRequest() {
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if (!socket) return;
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tradeStatus_ = TradeStatus::None;
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socket->send(CancelTradePacket::build());
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}
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void GameHandler::acceptTrade() {
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if (tradeStatus_ != TradeStatus::Open || !socket) return;
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tradeStatus_ = TradeStatus::Accepted;
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socket->send(AcceptTradePacket::build());
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}
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void GameHandler::cancelTrade() {
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if (!socket) return;
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tradeStatus_ = TradeStatus::None;
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socket->send(CancelTradePacket::build());
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}
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// ---------------------------------------------------------------------------
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// Group loot roll (SMSG_LOOT_ROLL / SMSG_LOOT_ROLL_WON / CMSG_LOOT_ROLL)
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// ---------------------------------------------------------------------------
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