mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
Roll Command: - Add /roll, /random, /rnd commands for random number generation - Support multiple formats: /roll, /roll 100, /roll 1-100, /roll 10 50 - Broadcasts rolls to party/raid with "[Name] rolls X (min-max)" format - Cap max roll at 10,000 to prevent abuse - Use MSG_RANDOM_ROLL (0x1FB) bidirectional opcode Friend Commands: - Add /friend add <name>, /addfriend <name> to add friends - Add /friend remove <name>, /removefriend <name> to remove friends - Support aliases: /delfriend, /remfriend - Maintain local friends cache mapping names to GUIDs for lookups - Display status messages for all friend actions: - Friend added/removed confirmations - Friend online/offline notifications - Error messages (not found, already friends, list full, ignoring) Social Opcodes: - Add CMSG_ADD_FRIEND (0x69) and SMSG_FRIEND_STATUS (0x68) - Add CMSG_DEL_FRIEND (0x6A) for friend removal - Add CMSG_SET_CONTACT_NOTES (0x6B) for friend notes (future use) - Add CMSG_ADD_IGNORE (0x6C) and CMSG_DEL_IGNORE (0x6D) (future use) Implementation: - Add RandomRollPacket builder and RandomRollParser for roll data - Add AddFriendPacket and DelFriendPacket builders - Add FriendStatusParser to handle server friend status updates - Add friendsCache map to store friend name-to-GUID mappings - Add handleRandomRoll() and handleFriendStatus() packet handlers - Comprehensive slash command parsing with multiple formats and aliases
720 lines
26 KiB
C++
720 lines
26 KiB
C++
#pragma once
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#include "game/world_packets.hpp"
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#include "game/character.hpp"
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#include "game/inventory.hpp"
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#include "game/spell_defines.hpp"
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#include "game/group_defines.hpp"
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#include <memory>
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#include <string>
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#include <vector>
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#include <deque>
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#include <array>
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#include <functional>
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#include <cstdint>
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#include <unordered_map>
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#include <unordered_set>
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namespace wowee {
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namespace network { class WorldSocket; class Packet; }
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namespace game {
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/**
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* Quest giver status values (WoW 3.3.5a)
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*/
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enum class QuestGiverStatus : uint8_t {
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NONE = 0,
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UNAVAILABLE = 1,
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INCOMPLETE = 5, // ? (gray)
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REWARD_REP = 6,
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AVAILABLE_LOW = 7, // ! (gray, low-level)
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AVAILABLE = 8, // ! (yellow)
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REWARD = 10 // ? (yellow)
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};
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/**
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* World connection state
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*/
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enum class WorldState {
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DISCONNECTED, // Not connected
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CONNECTING, // TCP connection in progress
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CONNECTED, // Connected, waiting for challenge
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CHALLENGE_RECEIVED, // Received SMSG_AUTH_CHALLENGE
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AUTH_SENT, // Sent CMSG_AUTH_SESSION, encryption initialized
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AUTHENTICATED, // Received SMSG_AUTH_RESPONSE success
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READY, // Ready for character/world operations
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CHAR_LIST_REQUESTED, // CMSG_CHAR_ENUM sent
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CHAR_LIST_RECEIVED, // SMSG_CHAR_ENUM received
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ENTERING_WORLD, // CMSG_PLAYER_LOGIN sent
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IN_WORLD, // In game world
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FAILED // Connection or authentication failed
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};
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/**
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* World connection callbacks
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*/
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using WorldConnectSuccessCallback = std::function<void()>;
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using WorldConnectFailureCallback = std::function<void(const std::string& reason)>;
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/**
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* GameHandler - Manages world server connection and game protocol
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*
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* Handles:
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* - Connection to world server
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* - Authentication with session key from auth server
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* - RC4 header encryption
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* - Character enumeration
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* - World entry
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* - Game packets
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*/
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class GameHandler {
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public:
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GameHandler();
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~GameHandler();
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/**
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* Connect to world server
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*
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* @param host World server hostname/IP
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* @param port World server port (default 8085)
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* @param sessionKey 40-byte session key from auth server
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* @param accountName Account name (will be uppercased)
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* @param build Client build number (default 12340 for 3.3.5a)
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* @return true if connection initiated
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*/
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bool connect(const std::string& host,
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uint16_t port,
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const std::vector<uint8_t>& sessionKey,
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const std::string& accountName,
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uint32_t build = 12340);
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/**
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* Disconnect from world server
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*/
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void disconnect();
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/**
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* Check if connected to world server
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*/
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bool isConnected() const;
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/**
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* Get current connection state
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*/
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WorldState getState() const { return state; }
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/**
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* Request character list from server
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* Must be called when state is READY or AUTHENTICATED
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*/
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void requestCharacterList();
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/**
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* Get list of characters (available after CHAR_LIST_RECEIVED state)
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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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void deleteCharacter(uint64_t characterGuid);
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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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using CharDeleteCallback = std::function<void(bool success)>;
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void setCharDeleteCallback(CharDeleteCallback cb) { charDeleteCallback_ = std::move(cb); }
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uint8_t getLastCharDeleteResult() const { return lastCharDeleteResult_; }
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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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*/
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void selectCharacter(uint64_t characterGuid);
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void setActiveCharacterGuid(uint64_t guid) { activeCharacterGuid_ = guid; }
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uint64_t getActiveCharacterGuid() const { return activeCharacterGuid_; }
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const Character* getActiveCharacter() const;
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const Character* getFirstCharacter() const;
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/**
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* Get current player movement info
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*/
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const MovementInfo& getMovementInfo() const { return movementInfo; }
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/**
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* Send a movement packet
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* @param opcode Movement opcode (CMSG_MOVE_START_FORWARD, etc.)
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*/
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void sendMovement(Opcode opcode);
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/**
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* Update player position
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* @param x X coordinate
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* @param y Y coordinate
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* @param z Z coordinate
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*/
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void setPosition(float x, float y, float z);
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/**
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* Update player orientation
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* @param orientation Facing direction in radians
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*/
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void setOrientation(float orientation);
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/**
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* Get entity manager (for accessing entities in view)
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*/
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EntityManager& getEntityManager() { return entityManager; }
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const EntityManager& getEntityManager() const { return entityManager; }
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/**
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* Send a chat message
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* @param type Chat type (SAY, YELL, WHISPER, etc.)
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* @param message Message text
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* @param target Target name (for whispers, empty otherwise)
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*/
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void sendChatMessage(ChatType type, const std::string& message, const std::string& target = "");
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/**
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* Get chat history (recent messages)
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* @param maxMessages Maximum number of messages to return (0 = all)
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* @return Vector of chat messages
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*/
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const std::deque<MessageChatData>& getChatHistory() const { return chatHistory; }
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/**
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* Add a locally-generated chat message (e.g., emote feedback)
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*/
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void addLocalChatMessage(const MessageChatData& msg);
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// Money (copper)
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uint64_t getMoneyCopper() const { return playerMoneyCopper_; }
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// Inventory
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Inventory& getInventory() { return inventory; }
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const Inventory& getInventory() const { return inventory; }
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bool consumeOnlineEquipmentDirty() { bool d = onlineEquipDirty_; onlineEquipDirty_ = false; return d; }
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// Targeting
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void setTarget(uint64_t guid);
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void clearTarget();
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uint64_t getTargetGuid() const { return targetGuid; }
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std::shared_ptr<Entity> getTarget() const;
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bool hasTarget() const { return targetGuid != 0; }
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void tabTarget(float playerX, float playerY, float playerZ);
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// Inspection
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void inspectTarget();
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// Server info commands
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void queryServerTime();
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void requestPlayedTime();
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void queryWho(const std::string& playerName = "");
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// Social commands
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void addFriend(const std::string& playerName, const std::string& note = "");
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void removeFriend(const std::string& playerName);
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void setFriendNote(const std::string& playerName, const std::string& note);
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// Random roll
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void randomRoll(uint32_t minRoll = 1, uint32_t maxRoll = 100);
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// ---- Phase 1: Name queries ----
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void queryPlayerName(uint64_t guid);
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void queryCreatureInfo(uint32_t entry, uint64_t guid);
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std::string getCachedPlayerName(uint64_t guid) const;
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std::string getCachedCreatureName(uint32_t entry) const;
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// ---- Phase 2: Combat ----
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void startAutoAttack(uint64_t targetGuid);
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void stopAutoAttack();
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bool isAutoAttacking() const { return autoAttacking; }
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bool isAggressiveTowardPlayer(uint64_t guid) const { return hostileAttackers_.count(guid) > 0; }
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const std::vector<CombatTextEntry>& getCombatText() const { return combatText; }
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void updateCombatText(float deltaTime);
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// ---- Phase 3: Spells ----
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void castSpell(uint32_t spellId, uint64_t targetGuid = 0);
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void cancelCast();
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void cancelAura(uint32_t spellId);
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const std::vector<uint32_t>& getKnownSpells() const { return knownSpells; }
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bool isCasting() const { return casting; }
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uint32_t getCurrentCastSpellId() const { return currentCastSpellId; }
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float getCastProgress() const { return castTimeTotal > 0 ? (castTimeTotal - castTimeRemaining) / castTimeTotal : 0.0f; }
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float getCastTimeRemaining() const { return castTimeRemaining; }
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// Action bar
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static constexpr int ACTION_BAR_SLOTS = 12;
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std::array<ActionBarSlot, ACTION_BAR_SLOTS>& getActionBar() { return actionBar; }
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const std::array<ActionBarSlot, ACTION_BAR_SLOTS>& getActionBar() const { return actionBar; }
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void setActionBarSlot(int slot, ActionBarSlot::Type type, uint32_t id);
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// Auras
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const std::vector<AuraSlot>& getPlayerAuras() const { return playerAuras; }
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const std::vector<AuraSlot>& getTargetAuras() const { return targetAuras; }
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// NPC death callback (for animations)
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using NpcDeathCallback = std::function<void(uint64_t guid)>;
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void setNpcDeathCallback(NpcDeathCallback cb) { npcDeathCallback_ = std::move(cb); }
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// NPC respawn callback (health 0 → >0, resets animation to idle)
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using NpcRespawnCallback = std::function<void(uint64_t guid)>;
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void setNpcRespawnCallback(NpcRespawnCallback cb) { npcRespawnCallback_ = std::move(cb); }
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// Melee swing callback (for driving animation/SFX)
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using MeleeSwingCallback = std::function<void()>;
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void setMeleeSwingCallback(MeleeSwingCallback cb) { meleeSwingCallback_ = std::move(cb); }
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// NPC swing callback (plays attack animation on NPC)
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using NpcSwingCallback = std::function<void(uint64_t guid)>;
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void setNpcSwingCallback(NpcSwingCallback cb) { npcSwingCallback_ = std::move(cb); }
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// XP tracking
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uint32_t getPlayerXp() const { return playerXp_; }
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uint32_t getPlayerNextLevelXp() const { return playerNextLevelXp_; }
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uint32_t getPlayerLevel() const { return serverPlayerLevel_; }
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static uint32_t killXp(uint32_t playerLevel, uint32_t victimLevel);
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// World entry callback (online mode - triggered when entering world)
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// Parameters: mapId, x, y, z (canonical WoW coordinates)
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using WorldEntryCallback = std::function<void(uint32_t mapId, float x, float y, float z)>;
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void setWorldEntryCallback(WorldEntryCallback cb) { worldEntryCallback_ = std::move(cb); }
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// Creature spawn callback (online mode - triggered when creature enters view)
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// Parameters: guid, displayId, x, y, z (canonical), orientation
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using CreatureSpawnCallback = std::function<void(uint64_t guid, uint32_t displayId, float x, float y, float z, float orientation)>;
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void setCreatureSpawnCallback(CreatureSpawnCallback cb) { creatureSpawnCallback_ = std::move(cb); }
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// Creature despawn callback (online mode - triggered when creature leaves view)
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using CreatureDespawnCallback = std::function<void(uint64_t guid)>;
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void setCreatureDespawnCallback(CreatureDespawnCallback cb) { creatureDespawnCallback_ = std::move(cb); }
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// Faction hostility map (populated from FactionTemplate.dbc by Application)
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void setFactionHostileMap(std::unordered_map<uint32_t, bool> map) { factionHostileMap_ = std::move(map); }
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// Creature move callback (online mode - triggered by SMSG_MONSTER_MOVE)
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// Parameters: guid, x, y, z (canonical), duration_ms (0 = instant)
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using CreatureMoveCallback = std::function<void(uint64_t guid, float x, float y, float z, uint32_t durationMs)>;
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void setCreatureMoveCallback(CreatureMoveCallback cb) { creatureMoveCallback_ = std::move(cb); }
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// Cooldowns
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float getSpellCooldown(uint32_t spellId) const;
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// Player GUID
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uint64_t getPlayerGuid() const { return playerGuid; }
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void setPlayerGuid(uint64_t guid) { playerGuid = guid; }
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// Player death state
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bool isPlayerDead() const { return playerDead_; }
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void releaseSpirit();
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// ---- Phase 4: Group ----
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void inviteToGroup(const std::string& playerName);
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void acceptGroupInvite();
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void declineGroupInvite();
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void leaveGroup();
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bool isInGroup() const { return !partyData.isEmpty(); }
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const GroupListData& getPartyData() const { return partyData; }
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bool hasPendingGroupInvite() const { return pendingGroupInvite; }
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const std::string& getPendingInviterName() const { return pendingInviterName; }
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// ---- Phase 5: Loot ----
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void lootTarget(uint64_t guid);
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void lootItem(uint8_t slotIndex);
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void closeLoot();
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void activateSpiritHealer(uint64_t npcGuid);
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bool isLootWindowOpen() const { return lootWindowOpen; }
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const LootResponseData& getCurrentLoot() const { return currentLoot; }
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// NPC Gossip
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void interactWithNpc(uint64_t guid);
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void selectGossipOption(uint32_t optionId);
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void selectGossipQuest(uint32_t questId);
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void acceptQuest();
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void declineQuest();
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void closeGossip();
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bool isGossipWindowOpen() const { return gossipWindowOpen; }
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const GossipMessageData& getCurrentGossip() const { return currentGossip; }
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bool isQuestDetailsOpen() const { return questDetailsOpen; }
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const QuestDetailsData& getQuestDetails() const { return currentQuestDetails; }
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// Quest turn-in
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bool isQuestRequestItemsOpen() const { return questRequestItemsOpen_; }
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const QuestRequestItemsData& getQuestRequestItems() const { return currentQuestRequestItems_; }
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void completeQuest(); // Send CMSG_QUESTGIVER_COMPLETE_QUEST
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void closeQuestRequestItems();
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bool isQuestOfferRewardOpen() const { return questOfferRewardOpen_; }
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const QuestOfferRewardData& getQuestOfferReward() const { return currentQuestOfferReward_; }
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void chooseQuestReward(uint32_t rewardIndex); // Send CMSG_QUESTGIVER_CHOOSE_REWARD
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void closeQuestOfferReward();
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// Quest log
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struct QuestLogEntry {
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uint32_t questId = 0;
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std::string title;
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std::string objectives;
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bool complete = false;
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};
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const std::vector<QuestLogEntry>& getQuestLog() const { return questLog_; }
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void abandonQuest(uint32_t questId);
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// Quest giver status (! and ? markers)
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QuestGiverStatus getQuestGiverStatus(uint64_t guid) const {
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auto it = npcQuestStatus_.find(guid);
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return (it != npcQuestStatus_.end()) ? it->second : QuestGiverStatus::NONE;
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}
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const std::unordered_map<uint64_t, QuestGiverStatus>& getNpcQuestStatuses() const { return npcQuestStatus_; }
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// Vendor
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void openVendor(uint64_t npcGuid);
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void closeVendor();
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void buyItem(uint64_t vendorGuid, uint32_t itemId, uint32_t slot, uint8_t count);
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void sellItem(uint64_t vendorGuid, uint64_t itemGuid, uint32_t count);
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void sellItemBySlot(int backpackIndex);
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void autoEquipItemBySlot(int backpackIndex);
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void useItemBySlot(int backpackIndex);
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void useItemById(uint32_t itemId);
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bool isVendorWindowOpen() const { return vendorWindowOpen; }
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const ListInventoryData& getVendorItems() const { return currentVendorItems; }
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const ItemQueryResponseData* getItemInfo(uint32_t itemId) const {
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auto it = itemInfoCache_.find(itemId);
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return (it != itemInfoCache_.end()) ? &it->second : nullptr;
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}
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uint64_t getBackpackItemGuid(int index) const {
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if (index < 0 || index >= static_cast<int>(backpackSlotGuids_.size())) return 0;
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return backpackSlotGuids_[index];
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}
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uint64_t getVendorGuid() const { return currentVendorItems.vendorGuid; }
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/**
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* Set callbacks
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*/
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void setOnSuccess(WorldConnectSuccessCallback callback) { onSuccess = callback; }
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void setOnFailure(WorldConnectFailureCallback callback) { onFailure = callback; }
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/**
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* Update - call regularly (e.g., each frame)
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*
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* @param deltaTime Time since last update in seconds
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*/
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void update(float deltaTime);
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private:
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/**
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* Handle incoming packet from world server
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*/
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void handlePacket(network::Packet& packet);
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/**
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* Handle SMSG_AUTH_CHALLENGE from server
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*/
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void handleAuthChallenge(network::Packet& packet);
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/**
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* Handle SMSG_AUTH_RESPONSE from server
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*/
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void handleAuthResponse(network::Packet& packet);
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/**
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* Handle SMSG_CHAR_ENUM from server
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*/
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void handleCharEnum(network::Packet& packet);
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/**
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* Handle SMSG_LOGIN_VERIFY_WORLD from server
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*/
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void handleLoginVerifyWorld(network::Packet& packet);
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/**
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* Handle SMSG_ACCOUNT_DATA_TIMES from server
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*/
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void handleAccountDataTimes(network::Packet& packet);
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/**
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* Handle SMSG_MOTD from server
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*/
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void handleMotd(network::Packet& packet);
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/**
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* Handle SMSG_PONG from server
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*/
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void handlePong(network::Packet& packet);
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/**
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* Handle SMSG_UPDATE_OBJECT from server
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*/
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void handleUpdateObject(network::Packet& packet);
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/**
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* Handle SMSG_COMPRESSED_UPDATE_OBJECT from server
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*/
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void handleCompressedUpdateObject(network::Packet& packet);
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/**
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* Handle SMSG_DESTROY_OBJECT from server
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*/
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void handleDestroyObject(network::Packet& packet);
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/**
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* Handle SMSG_MESSAGECHAT from server
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*/
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void handleMessageChat(network::Packet& packet);
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// ---- Phase 1 handlers ----
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void handleNameQueryResponse(network::Packet& packet);
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void handleCreatureQueryResponse(network::Packet& packet);
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void handleItemQueryResponse(network::Packet& packet);
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void queryItemInfo(uint32_t entry, uint64_t guid);
|
|
void rebuildOnlineInventory();
|
|
void detectInventorySlotBases(const std::map<uint16_t, uint32_t>& fields);
|
|
bool applyInventoryFields(const std::map<uint16_t, uint32_t>& fields);
|
|
uint64_t resolveOnlineItemGuid(uint32_t itemId) const;
|
|
|
|
// ---- Phase 2 handlers ----
|
|
void handleAttackStart(network::Packet& packet);
|
|
void handleAttackStop(network::Packet& packet);
|
|
void handleAttackerStateUpdate(network::Packet& packet);
|
|
void handleSpellDamageLog(network::Packet& packet);
|
|
void handleSpellHealLog(network::Packet& packet);
|
|
|
|
// ---- Phase 3 handlers ----
|
|
void handleInitialSpells(network::Packet& packet);
|
|
void handleCastFailed(network::Packet& packet);
|
|
void handleSpellStart(network::Packet& packet);
|
|
void handleSpellGo(network::Packet& packet);
|
|
void handleSpellCooldown(network::Packet& packet);
|
|
void handleCooldownEvent(network::Packet& packet);
|
|
void handleAuraUpdate(network::Packet& packet, bool isAll);
|
|
void handleLearnedSpell(network::Packet& packet);
|
|
void handleRemovedSpell(network::Packet& packet);
|
|
|
|
// ---- Phase 4 handlers ----
|
|
void handleGroupInvite(network::Packet& packet);
|
|
void handleGroupDecline(network::Packet& packet);
|
|
void handleGroupList(network::Packet& packet);
|
|
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);
|
|
|
|
// ---- Creature movement handler ----
|
|
void handleMonsterMove(network::Packet& packet);
|
|
|
|
// ---- Phase 5 handlers ----
|
|
void handleLootResponse(network::Packet& packet);
|
|
void handleLootReleaseResponse(network::Packet& packet);
|
|
void handleLootRemoved(network::Packet& packet);
|
|
void handleGossipMessage(network::Packet& packet);
|
|
void handleGossipComplete(network::Packet& packet);
|
|
void handleQuestDetails(network::Packet& packet);
|
|
void handleQuestRequestItems(network::Packet& packet);
|
|
void handleQuestOfferReward(network::Packet& packet);
|
|
void handleListInventory(network::Packet& packet);
|
|
void addMoneyCopper(uint32_t amount);
|
|
|
|
// ---- Server info handlers ----
|
|
void handleQueryTimeResponse(network::Packet& packet);
|
|
void handlePlayedTime(network::Packet& packet);
|
|
void handleWho(network::Packet& packet);
|
|
|
|
// ---- Social handlers ----
|
|
void handleFriendStatus(network::Packet& packet);
|
|
void handleRandomRoll(network::Packet& packet);
|
|
|
|
void addCombatText(CombatTextEntry::Type type, int32_t amount, uint32_t spellId, bool isPlayerSource);
|
|
void addSystemChatMessage(const std::string& message);
|
|
|
|
/**
|
|
* 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::deque<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)
|
|
|
|
// Player GUID
|
|
uint64_t playerGuid = 0;
|
|
|
|
// ---- Phase 1: Name caches ----
|
|
std::unordered_map<uint64_t, std::string> playerNameCache;
|
|
std::unordered_set<uint64_t> pendingNameQueries;
|
|
std::unordered_map<uint32_t, CreatureQueryResponseData> creatureInfoCache;
|
|
std::unordered_set<uint32_t> pendingCreatureQueries;
|
|
|
|
// ---- Friend list cache ----
|
|
std::unordered_map<std::string, uint64_t> friendsCache; // name -> guid
|
|
|
|
// ---- Online item tracking ----
|
|
struct OnlineItemInfo {
|
|
uint32_t entry = 0;
|
|
uint32_t stackCount = 1;
|
|
};
|
|
std::unordered_map<uint64_t, OnlineItemInfo> onlineItems_;
|
|
std::unordered_map<uint32_t, ItemQueryResponseData> itemInfoCache_;
|
|
std::unordered_set<uint32_t> pendingItemQueries_;
|
|
std::array<uint64_t, 23> equipSlotGuids_{};
|
|
std::array<uint64_t, 16> backpackSlotGuids_{};
|
|
int invSlotBase_ = -1;
|
|
int packSlotBase_ = -1;
|
|
std::map<uint16_t, uint32_t> lastPlayerFields_;
|
|
bool onlineEquipDirty_ = false;
|
|
|
|
// ---- Phase 2: Combat ----
|
|
bool autoAttacking = false;
|
|
uint64_t autoAttackTarget = 0;
|
|
bool autoAttackOutOfRange_ = false;
|
|
std::unordered_set<uint64_t> hostileAttackers_;
|
|
std::vector<CombatTextEntry> combatText;
|
|
|
|
// ---- Phase 3: Spells ----
|
|
WorldEntryCallback worldEntryCallback_;
|
|
CreatureSpawnCallback creatureSpawnCallback_;
|
|
CreatureDespawnCallback creatureDespawnCallback_;
|
|
CreatureMoveCallback creatureMoveCallback_;
|
|
std::vector<uint32_t> knownSpells;
|
|
std::unordered_map<uint32_t, float> spellCooldowns; // spellId -> remaining seconds
|
|
uint8_t castCount = 0;
|
|
bool casting = false;
|
|
uint32_t currentCastSpellId = 0;
|
|
float castTimeRemaining = 0.0f;
|
|
float castTimeTotal = 0.0f;
|
|
std::array<ActionBarSlot, 12> actionBar{};
|
|
std::vector<AuraSlot> playerAuras;
|
|
std::vector<AuraSlot> targetAuras;
|
|
|
|
// ---- Phase 4: Group ----
|
|
GroupListData partyData;
|
|
bool pendingGroupInvite = false;
|
|
std::string pendingInviterName;
|
|
|
|
uint64_t activeCharacterGuid_ = 0;
|
|
|
|
// ---- Phase 5: Loot ----
|
|
bool lootWindowOpen = false;
|
|
LootResponseData currentLoot;
|
|
struct LocalLootState {
|
|
LootResponseData data;
|
|
bool moneyTaken = false;
|
|
};
|
|
std::unordered_map<uint64_t, LocalLootState> localLootState_;
|
|
uint64_t playerMoneyCopper_ = 0;
|
|
|
|
// Gossip
|
|
bool gossipWindowOpen = false;
|
|
GossipMessageData currentGossip;
|
|
|
|
// Quest details
|
|
bool questDetailsOpen = false;
|
|
QuestDetailsData currentQuestDetails;
|
|
|
|
// Quest turn-in
|
|
bool questRequestItemsOpen_ = false;
|
|
QuestRequestItemsData currentQuestRequestItems_;
|
|
bool questOfferRewardOpen_ = false;
|
|
QuestOfferRewardData currentQuestOfferReward_;
|
|
|
|
// Quest log
|
|
std::vector<QuestLogEntry> questLog_;
|
|
|
|
// Quest giver status per NPC
|
|
std::unordered_map<uint64_t, QuestGiverStatus> npcQuestStatus_;
|
|
|
|
// Faction hostility lookup (populated from FactionTemplate.dbc)
|
|
std::unordered_map<uint32_t, bool> factionHostileMap_;
|
|
bool isHostileFaction(uint32_t factionTemplateId) const {
|
|
auto it = factionHostileMap_.find(factionTemplateId);
|
|
return it != factionHostileMap_.end() ? it->second : true; // default hostile if unknown
|
|
}
|
|
|
|
// Vendor
|
|
bool vendorWindowOpen = false;
|
|
ListInventoryData currentVendorItems;
|
|
|
|
// Callbacks
|
|
WorldConnectSuccessCallback onSuccess;
|
|
WorldConnectFailureCallback onFailure;
|
|
CharCreateCallback charCreateCallback_;
|
|
CharDeleteCallback charDeleteCallback_;
|
|
uint8_t lastCharDeleteResult_ = 0xFF;
|
|
bool pendingCharCreateResult_ = false;
|
|
bool pendingCharCreateSuccess_ = false;
|
|
std::string pendingCharCreateMsg_;
|
|
|
|
// ---- XP tracking ----
|
|
uint32_t playerXp_ = 0;
|
|
uint32_t playerNextLevelXp_ = 0;
|
|
uint32_t serverPlayerLevel_ = 1;
|
|
static uint32_t xpForLevel(uint32_t level);
|
|
|
|
NpcDeathCallback npcDeathCallback_;
|
|
NpcRespawnCallback npcRespawnCallback_;
|
|
MeleeSwingCallback meleeSwingCallback_;
|
|
NpcSwingCallback npcSwingCallback_;
|
|
bool playerDead_ = false;
|
|
};
|
|
|
|
} // namespace game
|
|
} // namespace wowee
|