Files
WoWee/include/game/inventory_handler.hpp
Kelsi b8a60bff5f feat: compute random-suffix stat bonuses on inventory items
Reproduce the server's random-suffix roll client-side so a green/blue item shows
the stats its suffix grants (e.g. "of the Bear" = +Sta +Str), not just the name.

Capture ITEM_FIELD_PROPERTY_SEED (the suffix factor) alongside the random-property
id, then a resolver keyed on the same DBCs the server rolled from computes each
SpellItemEnchantment STAT amount as AllocationPct*suffixFactor/10000 (suffixes) or
the enchant's fixed amount (positive properties). buildItemDef merges the results
into the item's stat fields so the existing tooltip renders them as green lines.

Field layouts are expansion-aware: SpellItemEnchantment stat/effect columns derive
from the detected Name field (Arg=Name-3; effect block -6 vanilla / -9 tbc+wotlk);
ItemRandomSuffix enchant/alloc arrays at 19/19+N with N=(fieldCount-19)/2. Also
fixes the suffix-NAME resolver, which read an empty column (field 4 vs the real
field 1), so the name append added earlier now actually shows.
2026-07-20 20:27:08 -07:00

456 lines
20 KiB
C++

#pragma once
#include "game/world_packets.hpp"
#include "game/opcode_table.hpp"
#include "game/inventory.hpp"
#include "game/handler_types.hpp"
#include "network/packet.hpp"
#include <array>
#include <chrono>
#include <deque>
#include <functional>
#include <map>
#include <optional>
#include <string>
#include <unordered_map>
#include <unordered_set>
#include <vector>
namespace wowee {
namespace game {
class GameHandler;
class InventoryHandler {
public:
using PacketHandler = std::function<void(network::Packet&)>;
using DispatchTable = std::unordered_map<LogicalOpcode, PacketHandler>;
explicit InventoryHandler(GameHandler& owner);
void registerOpcodes(DispatchTable& table);
// ---- Item text (books / readable items) ----
bool isItemTextOpen() const { return itemTextOpen_; }
const std::string& getItemText() const { return itemText_; }
void closeItemText() { itemTextOpen_ = false; }
void queryItemText(uint64_t itemGuid);
// ---- Trade ----
enum class TradeStatus : uint8_t {
None = 0, PendingIncoming, Open, Accepted, Complete
};
static constexpr int TRADE_SLOT_COUNT = 6;
struct TradeSlot {
uint32_t itemId = 0;
uint32_t displayId = 0;
uint32_t stackCount = 0;
uint64_t itemGuid = 0;
};
TradeStatus getTradeStatus() const { return tradeStatus_; }
bool hasPendingTradeRequest() const { return tradeStatus_ == TradeStatus::PendingIncoming; }
bool isTradeOpen() const { return tradeStatus_ == TradeStatus::Open || tradeStatus_ == TradeStatus::Accepted; }
const std::string& getTradePeerName() const { return tradePeerName_; }
const std::array<TradeSlot, TRADE_SLOT_COUNT>& getMyTradeSlots() const { return myTradeSlots_; }
const std::array<TradeSlot, TRADE_SLOT_COUNT>& getPeerTradeSlots() const { return peerTradeSlots_; }
uint64_t getMyTradeGold() const { return myTradeGold_; }
uint64_t getPeerTradeGold() const { return peerTradeGold_; }
void acceptTradeRequest();
void declineTradeRequest();
void acceptTrade();
void cancelTrade();
void setTradeItem(uint8_t tradeSlot, uint8_t srcBag, uint8_t srcSlot);
void clearTradeItem(uint8_t tradeSlot);
void setTradeGold(uint64_t amount);
// ---- Loot ----
void lootTarget(uint64_t targetGuid);
void lootItem(uint8_t slotIndex);
void closeLoot();
bool isLootWindowOpen() const { return lootWindowOpen_; }
const LootResponseData& getCurrentLoot() const { return currentLoot_; }
void setAutoLoot(bool enabled) { autoLoot_ = enabled; }
bool isAutoLoot() const { return autoLoot_; }
void setAutoSellGrey(bool enabled) { autoSellGrey_ = enabled; }
bool isAutoSellGrey() const { return autoSellGrey_; }
void setAutoRepair(bool enabled) { autoRepair_ = enabled; }
bool isAutoRepair() const { return autoRepair_; }
// Master loot candidates (from SMSG_LOOT_MASTER_LIST)
const std::vector<uint64_t>& getMasterLootCandidates() const { return masterLootCandidates_; }
bool hasMasterLootCandidates() const { return !masterLootCandidates_.empty(); }
void lootMasterGive(uint8_t lootSlot, uint64_t targetGuid);
// Group loot roll (aliased from handler_types.hpp)
using LootRollEntry = game::LootRollEntry;
bool hasPendingLootRoll() const { return pendingLootRollActive_; }
const LootRollEntry& getPendingLootRoll() const { return pendingLootRoll_; }
void sendLootRoll(uint64_t objectGuid, uint32_t slot, uint8_t rollType);
// ---- Equipment Sets (aliased from handler_types.hpp) ----
using EquipmentSetInfo = game::EquipmentSetInfo;
const std::vector<EquipmentSetInfo>& getEquipmentSets() const { return equipmentSetInfo_; }
bool supportsEquipmentSets() const;
void useEquipmentSet(uint32_t setId);
void saveEquipmentSet(const std::string& name, const std::string& iconName = "INV_Misc_QuestionMark",
uint64_t existingGuid = 0, uint32_t setIndex = 0xFFFFFFFF);
void deleteEquipmentSet(uint64_t setGuid);
// ---- Vendor ----
struct BuybackItem {
uint64_t itemGuid = 0;
ItemDef item;
uint32_t count = 1;
// Inventory slot sent in CMSG_BUYBACK_ITEM (74..85). This is server
// identity, not the item's current row in the buyback UI.
uint32_t wireSlot = 0;
};
void openVendor(uint64_t npcGuid);
void closeVendor();
// Drop the session-persistent buyback mirror (fresh character world entry).
void clearBuybackState();
void buyItem(uint64_t vendorGuid, uint32_t itemId, uint32_t slot, uint32_t count);
void sellItem(uint64_t vendorGuid, uint64_t itemGuid, uint32_t count);
void sellItemBySlot(int backpackIndex);
void sellItemInBag(int bagIndex, int slotIndex);
void buyBackItem(uint32_t buybackSlot);
void repairItem(uint64_t vendorGuid, uint64_t itemGuid);
void repairAll(uint64_t vendorGuid, bool useGuildBank = false);
uint32_t estimateRepairAllCost() const;
const std::deque<BuybackItem>& getBuybackItems() const { return buybackItems_; }
void autoEquipItemBySlot(int backpackIndex);
void autoEquipItemInBag(int bagIndex, int slotIndex);
void useItemBySlot(int backpackIndex);
void useItemInBag(int bagIndex, int slotIndex);
// ---- Item-targeted item use (sharpening stones, weightstones, weapon oils) ----
/// True while a used item is waiting for the player to pick the item it applies to.
bool isAwaitingItemTarget() const;
/// Entry of the item awaiting a target (0 if none) — drives the targeting cursor.
uint32_t getPendingItemTargetSourceItemId() const;
void cancelItemTargeting();
/// Sends the parked CMSG_USE_ITEM with TARGET_FLAG_ITEM against targetItemGuid.
void completeItemUseOnItem(uint64_t targetItemGuid);
void openItemBySlot(int backpackIndex);
void openItemInBag(int bagIndex, int slotIndex);
void readItemBySlot(int backpackIndex);
void readItemInBag(int bagIndex, int slotIndex);
void destroyItem(uint8_t bag, uint8_t slot, uint8_t count = 1);
void splitItem(uint8_t srcBag, uint8_t srcSlot, uint8_t count);
void swapContainerItems(uint8_t srcBag, uint8_t srcSlot, uint8_t dstBag, uint8_t dstSlot);
void swapBagSlots(int srcBagIndex, int dstBagIndex);
void unequipToBackpack(EquipSlot equipSlot);
void useItemById(uint32_t itemId);
bool isVendorWindowOpen() const { return vendorWindowOpen_; }
const ListInventoryData& getVendorItems() const { return currentVendorItems_; }
void setVendorCanRepair(bool v) { currentVendorItems_.canRepair = v; }
uint64_t getVendorGuid() const { return currentVendorItems_.vendorGuid; }
// ---- Mail ----
static constexpr int MAIL_MAX_ATTACHMENTS = 12;
struct MailAttachSlot {
uint64_t itemGuid = 0;
game::ItemDef item;
uint8_t srcBag = 0xFF;
uint8_t srcSlot = 0;
bool occupied() const { return itemGuid != 0; }
};
bool isMailboxOpen() const { return mailboxOpen_; }
const std::vector<MailMessage>& getMailInbox() const { return mailInbox_; }
int getSelectedMailIndex() const { return selectedMailIndex_; }
void setSelectedMailIndex(int idx) { selectedMailIndex_ = idx; }
bool isMailComposeOpen() const { return showMailCompose_; }
void openMailCompose() { showMailCompose_ = true; clearMailAttachments(); }
void closeMailCompose() { showMailCompose_ = false; clearMailAttachments(); }
bool hasNewMail() const { return hasNewMail_; }
void openMailbox(uint64_t guid);
void closeMailbox();
void sendMail(const std::string& recipient, const std::string& subject,
const std::string& body, uint64_t money, uint64_t cod = 0);
bool attachItemFromBackpack(int backpackIndex);
bool attachItemFromBag(int bagIndex, int slotIndex);
bool detachMailAttachment(int attachIndex);
void clearMailAttachments();
const std::array<MailAttachSlot, 12>& getMailAttachments() const { return mailAttachments_; }
int getMailAttachmentCount() const;
void mailTakeMoney(uint32_t mailId);
void mailTakeItem(uint32_t mailId, uint32_t itemGuidLow);
void mailDelete(uint32_t mailId);
void mailMarkAsRead(uint32_t mailId);
void refreshMailList();
// ---- Bank ----
void openBank(uint64_t guid);
void closeBank();
void buyBankSlot();
void depositItem(uint8_t srcBag, uint8_t srcSlot);
void withdrawItem(uint8_t srcBag, uint8_t srcSlot);
bool isBankOpen() const { return bankOpen_; }
uint64_t getBankerGuid() const { return bankerGuid_; }
int getEffectiveBankSlots() const { return effectiveBankSlots_; }
int getEffectiveBankBagSlots() const { return effectiveBankBagSlots_; }
// ---- Guild Bank ----
void openGuildBank(uint64_t guid);
void closeGuildBank();
void queryGuildBankTab(uint8_t tabId);
void buyGuildBankTab();
void depositGuildBankMoney(uint32_t amount);
void withdrawGuildBankMoney(uint32_t amount);
void guildBankWithdrawItem(uint8_t tabId, uint8_t bankSlot, uint8_t destBag, uint8_t destSlot);
void guildBankDepositItem(uint8_t tabId, uint8_t bankSlot, uint8_t srcBag, uint8_t srcSlot);
bool isGuildBankOpen() const { return guildBankOpen_; }
const GuildBankData& getGuildBankData() const { return guildBankData_; }
uint8_t getGuildBankActiveTab() const { return guildBankActiveTab_; }
void setGuildBankActiveTab(uint8_t tab) { guildBankActiveTab_ = tab; }
// ---- Auction House ----
void openAuctionHouse(uint64_t guid);
void closeAuctionHouse();
void auctionSearch(const std::string& name, uint8_t levelMin, uint8_t levelMax,
uint32_t quality, uint32_t itemClass, uint32_t itemSubClass,
uint32_t invTypeMask, uint8_t usableOnly, uint32_t offset = 0);
void auctionSellItem(int backpackIndex, uint32_t bid,
uint32_t buyout, uint32_t duration);
void auctionPlaceBid(uint32_t auctionId, uint32_t amount);
void auctionBuyout(uint32_t auctionId, uint32_t buyoutPrice);
void auctionCancelItem(uint32_t auctionId);
void auctionListOwnerItems(uint32_t offset = 0);
void auctionListBidderItems(uint32_t offset = 0);
bool isAuctionHouseOpen() const { return auctionOpen_; }
uint64_t getAuctioneerGuid() const { return auctioneerGuid_; }
const AuctionListResult& getAuctionBrowseResults() const { return auctionBrowseResults_; }
const AuctionListResult& getAuctionOwnerResults() const { return auctionOwnerResults_; }
const AuctionListResult& getAuctionBidderResults() const { return auctionBidderResults_; }
int getAuctionActiveTab() const { return auctionActiveTab_; }
void setAuctionActiveTab(int tab) { auctionActiveTab_ = tab; }
float getAuctionSearchDelay() const { return auctionSearchDelayTimer_; }
// Ticked from GameHandler::update — this member is the authoritative
// timer (GameHandler used to decrement its own never-set copy, leaving
// the search button disabled forever after the first search).
void tickAuctionSearchDelay(float deltaTime) {
if (auctionSearchDelayTimer_ > 0.0f) {
auctionSearchDelayTimer_ -= deltaTime;
if (auctionSearchDelayTimer_ < 0.0f) auctionSearchDelayTimer_ = 0.0f;
}
}
// ---- Trainer ----
struct TrainerTab {
std::string name;
std::vector<const TrainerSpell*> spells;
};
bool isTrainerWindowOpen() const { return trainerWindowOpen_; }
const TrainerListData& getTrainerSpells() const { return currentTrainerList_; }
void trainSpell(uint32_t spellId);
void closeTrainer();
const std::vector<TrainerTab>& getTrainerTabs() const { return trainerTabs_; }
void resetTradeState();
// ---- Methods moved from GameHandler ----
void initiateTrade(uint64_t targetGuid);
uint32_t getTempEnchantRemainingMs(uint32_t slot) const;
void addMoneyCopper(uint32_t amount);
// ---- Inventory field / rebuild methods (moved from GameHandler) ----
void queryItemInfo(uint32_t entry, uint64_t guid);
uint64_t resolveOnlineItemGuid(uint32_t itemId) const;
void detectInventorySlotBases(const FlatFieldMap& fields);
bool applyInventoryFields(const FlatFieldMap& fields);
void extractContainerFields(uint64_t containerGuid, const FlatFieldMap& fields);
ItemDef buildItemDef(uint32_t entry, uint32_t stackCount, uint32_t curDur, uint32_t maxDur, uint64_t guid,
uint32_t flags = 0, int32_t randomPropertyId = 0, uint32_t suffixFactor = 0);
void rebuildOnlineInventory();
void maybeDetectVisibleItemLayout();
void updateOtherPlayerVisibleItems(uint64_t guid, const FlatFieldMap& fields);
void cacheInspectedPlayerEquipment(uint64_t guid, const std::array<uint32_t, 19>& itemEntries);
void emitOtherPlayerEquipment(uint64_t guid);
void emitAllOtherPlayerEquipment();
void handleItemQueryResponse(network::Packet& packet);
private:
// --- Packet handlers ---
void handleLootResponse(network::Packet& packet);
void handleLootReleaseResponse(network::Packet& packet);
void handleLootRemoved(network::Packet& packet);
void handleListInventory(network::Packet& packet);
void handleTrainerList(network::Packet& packet);
void handleItemTextQueryResponse(network::Packet& packet);
void handleTradeStatus(network::Packet& packet);
void handleTradeStatusExtended(network::Packet& packet);
void handleLootRoll(network::Packet& packet);
void handleLootRollWon(network::Packet& packet);
void handleShowBank(network::Packet& packet);
void handleBuyBankSlotResult(network::Packet& packet);
void handleGuildBankList(network::Packet& packet);
void handleAuctionHello(network::Packet& packet);
void handleAuctionListResult(network::Packet& packet);
void handleAuctionOwnerListResult(network::Packet& packet);
void handleAuctionBidderListResult(network::Packet& packet);
void handleAuctionCommandResult(network::Packet& packet);
void handleShowMailbox(network::Packet& packet);
void handleMailListResult(network::Packet& packet);
void handleSendMailResult(network::Packet& packet);
void handleReceivedMail(network::Packet& packet);
void handleQueryNextMailTime(network::Packet& packet);
void handleEquipmentSetList(network::Packet& packet);
void categorizeTrainerSpells();
void handleTrainerBuySucceeded(network::Packet& packet);
void handleTrainerBuyFailed(network::Packet& packet);
// Resolves the item's on-use spell, then either parks the use for item
// targeting or sends it immediately.
void dispatchUseItem(uint8_t wowBag, uint8_t wowSlot, uint64_t itemGuid, const ItemDef& item);
void sendUseItem(uint8_t wowBag, uint8_t wowSlot, uint64_t itemGuid, uint32_t spellId,
uint64_t targetGuid, uint64_t itemTargetGuid);
GameHandler& owner_;
// ---- Item-targeted item use ----
struct PendingItemTarget {
uint8_t bag = 0xFF;
uint8_t slot = 0;
uint64_t itemGuid = 0;
uint32_t spellId = 0;
uint32_t itemId = 0;
std::string itemName;
};
// mutable: isAwaitingItemTarget() drops the pending use when out of world.
mutable std::optional<PendingItemTarget> pendingItemTarget_;
// Per-equip-slot (permanentEnchant << 32 | temporaryEnchant), so an enchant
// change marks equipment dirty even though the displayInfoId is unchanged.
std::array<uint64_t, 19> lastEquipEnchantIds_{};
// ---- Item text state ----
bool itemTextOpen_ = false;
std::string itemText_;
// ---- Trade state ----
TradeStatus tradeStatus_ = TradeStatus::None;
uint64_t tradePeerGuid_= 0;
std::string tradePeerName_;
std::array<TradeSlot, TRADE_SLOT_COUNT> myTradeSlots_{};
std::array<TradeSlot, TRADE_SLOT_COUNT> peerTradeSlots_{};
uint64_t myTradeGold_ = 0;
uint64_t peerTradeGold_ = 0;
// ---- Loot state ----
bool lootWindowOpen_ = false;
bool autoLoot_ = false;
bool autoSellGrey_ = false;
bool autoRepair_ = false;
LootResponseData currentLoot_;
std::vector<uint64_t> masterLootCandidates_;
// Group loot roll state
bool pendingLootRollActive_ = false;
LootRollEntry pendingLootRoll_;
struct LocalLootState {
LootResponseData data;
bool moneyTaken = false;
bool itemAutoLootSent = false;
};
std::unordered_map<uint64_t, LocalLootState> localLootState_;
uint64_t pendingLootMoneyGuid_ = 0;
uint32_t pendingLootMoneyAmount_ = 0;
float pendingLootMoneyNotifyTimer_ = 0.0f;
std::unordered_map<uint64_t, float> recentLootMoneyAnnounceCooldowns_;
// ---- Vendor state ----
bool vendorWindowOpen_ = false;
ListInventoryData currentVendorItems_;
std::deque<BuybackItem> buybackItems_;
std::unordered_map<uint64_t, BuybackItem> pendingSellToBuyback_;
std::array<uint64_t, 12> buybackSlotGuids_{};
int pendingBuybackSlot_ = -1;
uint32_t pendingBuybackWireSlot_ = 0;
uint32_t pendingBuyItemId_ = 0;
uint32_t pendingBuyItemSlot_ = 0;
void reconcileBuybackSlots();
// ---- Mail state ----
bool mailboxOpen_ = false;
uint64_t mailboxGuid_ = 0;
std::vector<MailMessage> mailInbox_;
int selectedMailIndex_ = -1;
bool showMailCompose_ = false;
bool hasNewMail_ = false;
std::array<MailAttachSlot, MAIL_MAX_ATTACHMENTS> mailAttachments_{};
// ---- Bank state ----
bool bankOpen_ = false;
uint64_t bankerGuid_ = 0;
std::array<uint64_t, 28> bankSlotGuids_{};
std::array<uint64_t, 7> bankBagSlotGuids_{};
int effectiveBankSlots_ = 28;
int effectiveBankBagSlots_ = 7;
// ---- Guild Bank state ----
bool guildBankOpen_ = false;
uint64_t guildBankerGuid_ = 0;
GuildBankData guildBankData_;
uint8_t guildBankActiveTab_ = 0;
// ---- Auction House state ----
bool auctionOpen_ = false;
uint64_t auctioneerGuid_ = 0;
uint32_t auctionHouseId_ = 0;
AuctionListResult auctionBrowseResults_;
AuctionListResult auctionOwnerResults_;
AuctionListResult auctionBidderResults_;
int auctionActiveTab_ = 0;
float auctionSearchDelayTimer_ = 0.0f;
struct AuctionSearchParams {
std::string name;
uint8_t levelMin = 0, levelMax = 0;
uint32_t quality = 0xFFFFFFFF;
uint32_t itemClass = 0xFFFFFFFF;
uint32_t itemSubClass = 0xFFFFFFFF;
uint32_t invTypeMask = 0;
uint8_t usableOnly = 0;
uint32_t offset = 0;
};
AuctionSearchParams lastAuctionSearch_;
bool hasAuctionSearch_ = false; // true after any search (including empty-name browse-all)
enum class AuctionResultTarget { BROWSE, OWNER, BIDDER };
AuctionResultTarget pendingAuctionTarget_ = AuctionResultTarget::BROWSE;
// ---- Trainer state ----
bool trainerWindowOpen_ = false;
TrainerListData currentTrainerList_;
std::vector<TrainerTab> trainerTabs_;
// ---- Equipment set state ----
struct EquipmentSet {
uint64_t setGuid = 0;
uint32_t setId = 0;
std::string name;
std::string iconName;
uint32_t ignoreSlotMask = 0;
std::array<uint64_t, 19> itemGuids{};
};
std::vector<EquipmentSet> equipmentSets_;
std::string pendingSaveSetName_;
std::string pendingSaveSetIcon_;
std::vector<EquipmentSetInfo> equipmentSetInfo_;
// ---- Repair cost DBC cache ----
mutable bool repairDbcLoaded_ = false;
// DurabilityCosts.dbc: [itemLevel] -> multiplier[29] (weapon subclass 0-20, armor subclass+21)
mutable std::unordered_map<uint32_t, std::array<uint32_t, 29>> durabilityCosts_;
// DurabilityQuality.dbc: [id] -> quality_mod float
mutable std::unordered_map<uint32_t, float> durabilityQuality_;
void loadRepairDbc() const;
uint32_t estimateItemRepairCost(uint64_t itemGuid) const;
};
} // namespace game
} // namespace wowee