Exemple #1
0
void PlayerMenu::SendPointOfInterest( uint32 poi_id )
{
    PointOfInterest const* poi = sObjectMgr.GetPointOfInterest(poi_id);
    if(!poi)
    {
        sLog.outErrorDb("Requested send nonexistent POI (Id: %u), ignore.",poi_id);
        return;
    }

    std::string icon_name = poi->icon_name;

    int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
    if (loc_idx >= 0)
        if (PointOfInterestLocale const *pl = sObjectMgr.GetPointOfInterestLocale(poi_id))
            if (pl->IconName.size() > size_t(loc_idx) && !pl->IconName[loc_idx].empty())
                icon_name = pl->IconName[loc_idx];

    WorldPacket data( SMSG_GOSSIP_POI, (4+4+4+4+4+10) );    // guess size
    data << uint32(poi->flags);
    data << float(poi->x);
    data << float(poi->y);
    data << uint32(poi->icon);
    data << uint32(poi->data);
    data << icon_name;

    GetMenuSession()->SendPacket( &data );
    //DEBUG_LOG("WORLD: Sent SMSG_GOSSIP_POI");
}
Exemple #2
0
void PlayerMenu::SendPointOfInterest(uint32 poi_id)
{
    PointOfInterest const* poi = sObjectMgr->GetPointOfInterest(poi_id);
    if (!poi)
    {
        sLog->outErrorDb("Request to send non-existing POI (Id: %u), ignored.",poi_id);
        return;
    }

    std::string icon_name = poi->icon_name;

    int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
    if (loc_idx >= 0)
        if (PointOfInterestLocale const *pl = sObjectMgr->GetPointOfInterestLocale(poi_id))
            sObjectMgr->GetLocaleString(pl->IconName, loc_idx, icon_name);

    WorldPacket data(SMSG_GOSSIP_POI, (4+4+4+4+4+10));    // guess size
    data << uint32(poi->flags);
    data << float(poi->x);
    data << float(poi->y);
    data << uint32(poi->icon);
    data << uint32(poi->data);
    data << icon_name;

    GetMenuSession()->SendPacket(&data);
    //sLog->outDebug(LOG_FILTER_PACKETIO, "WORLD: Sent SMSG_GOSSIP_POI");
}
Exemple #3
0
void PlayerMenu::SendQuestGiverQuestList(QEmote eEmote, const std::string& Title, ObjectGuid npcGUID)
{
    WorldPacket data( SMSG_QUESTGIVER_QUEST_LIST, 100 );    // guess size
    data << ObjectGuid(npcGUID);
    data << Title;
    data << uint32(eEmote._Delay );                         // player emote
    data << uint32(eEmote._Emote );                         // NPC emote

    size_t count_pos = data.wpos();
    data << uint8 ( mQuestMenu.MenuItemCount() );
    uint32 count = 0;
    for (; count < mQuestMenu.MenuItemCount(); ++count )
    {
        QuestMenuItem const& qmi = mQuestMenu.GetItem(count);

        uint32 questID = qmi.m_qId;

        if(Quest const *pQuest = sObjectMgr.GetQuestTemplate(questID))
        {
            int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
            std::string title = pQuest->GetTitle();
            sObjectMgr.GetQuestLocaleStrings(questID, loc_idx, &title);

            data << uint32(questID);
            data << uint32(qmi.m_qIcon);
            data << int32(pQuest->GetQuestLevel());
            data << uint32(pQuest->GetQuestFlags());        // 3.3.3 quest flags
            data << uint8(0);                               // 3.3.3 changes icon: blue question or yellow exclamation
            data << title;
        }
    }
    data.put<uint8>(count_pos, count);
    GetMenuSession()->SendPacket( &data );
    DEBUG_LOG("WORLD: Sent SMSG_QUESTGIVER_QUEST_LIST NPC Guid = %s", npcGUID.GetString().c_str());
}
Exemple #4
0
void PlayerMenu::CloseGossip()
{
    WorldPacket data( SMSG_GOSSIP_COMPLETE, 0 );
    GetMenuSession()->SendPacket( &data );

    //DEBUG_LOG( "WORLD: Sent SMSG_GOSSIP_COMPLETE" );
}
Exemple #5
0
void PlayerMenu::SendGossipMenu(uint32 TitleTextId, uint64 objectGUID)
{
    WorldPacket data(SMSG_GOSSIP_MESSAGE, (100));           // guess size
    data << uint64(objectGUID);
    data << uint32(mGossipMenu.GetMenuId());                // new 2.4.0
    data << uint32(TitleTextId);
    data << uint32(mGossipMenu.MenuItemCount());            // max count 0x20

    for (uint32 iI = 0; iI < mGossipMenu.MenuItemCount(); ++iI )
    {
        GossipMenuItem const& gItem = mGossipMenu.GetItem(iI);
        data << uint32( iI );
        data << uint8( gItem.m_gIcon );
        data << uint8( gItem.m_gCoded );                    // makes pop up box password
        data << uint32(gItem.m_gBoxMoney);                  // money required to open menu, 2.0.3
        data << gItem.m_gMessage;                           // text for gossip item, max 0x800
        data << gItem.m_gBoxMessage;                        // accept text (related to money) pop up box, 2.0.3, max 0x800
    }

    data << uint32( mQuestMenu.MenuItemCount() );           // max count 0x20

    for (uint32 iI = 0; iI < mQuestMenu.MenuItemCount(); ++iI )
    {
        QuestMenuItem const& qItem = mQuestMenu.GetItem(iI);
        uint32 questID = qItem.m_qId;
        Quest const* pQuest = sObjectMgr.GetQuestTemplate(questID);

        data << uint32(questID);
        data << uint32(qItem.m_qIcon);
        data << int32(pQuest->GetQuestLevel());
        data << uint32(pQuest->GetQuestFlags());            // 3.3.3 quest flags
        data << uint8(0);                                   // 3.3.3 changes icon: blue question or yellow exclamation
        std::string Title = pQuest->GetTitle();

        int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
        if (loc_idx >= 0)
            if (QuestLocale const *ql = sObjectMgr.GetQuestLocale(questID))
                if (ql->Title.size() > (size_t)loc_idx && !ql->Title[loc_idx].empty())
                    Title = ql->Title[loc_idx];
        data << Title;                                      // max 0x200
    }

    GetMenuSession()->SendPacket( &data );
    //DEBUG_LOG( "WORLD: Sent SMSG_GOSSIP_MESSAGE NPCGuid=%u",GUID_LOPART(npcGUID) );
}
Exemple #6
0
void PlayerMenu::SendQuestGiverStatus(uint8 questStatus, uint64 npcGUID)
{
    WorldPacket data(SMSG_QUESTGIVER_STATUS, 9);
    data << uint64(npcGUID);
    data << uint8(questStatus);

    GetMenuSession()->SendPacket(&data);
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_QUESTGIVER_STATUS NPC Guid=%u, status=%u", GUID_LOPART(npcGUID), questStatus);
}
Exemple #7
0
void PlayerMenu::CloseGossip()
{
    mGossipMenu.SetSenderGuid(ObjectGuid());

    WorldPacket data(SMSG_GOSSIP_COMPLETE, 0);
    GetMenuSession()->SendPacket(&data);

    // DEBUG_LOG( "WORLD: Sent SMSG_GOSSIP_COMPLETE" );
}
Exemple #8
0
void PlayerMenu::SendQuestGiverStatus( uint8 questStatus, ObjectGuid npcGUID )
{
    WorldPacket data( SMSG_QUESTGIVER_STATUS, 9 );
    data << npcGUID;
    data << uint32(questStatus);

    GetMenuSession()->SendPacket( &data );
    DEBUG_LOG( "WORLD: Sent SMSG_QUESTGIVER_STATUS for %s", npcGUID.GetString().c_str());
}
Exemple #9
0
void PlayerMenu::SendQuestGiverQuestList( QEmote eEmote, const std::string& Title, uint64 npcGUID )
{
    WorldPacket data( SMSG_QUESTGIVER_QUEST_LIST, 100 );    // guess size
    data << uint64(npcGUID);
    data << Title;
    data << uint32(eEmote._Delay );                         // player emote
    data << uint32(eEmote._Emote );                         // NPC emote

    size_t count_pos = data.wpos();
    data << uint8 ( mQuestMenu.MenuItemCount() );
    uint32 count = 0;
    for (; count < mQuestMenu.MenuItemCount(); ++count )
    {
        QuestMenuItem const& qmi = mQuestMenu.GetItem(count);

        uint32 questID = qmi.m_qId;

        if(Quest const *pQuest = sObjectMgr.GetQuestTemplate(questID))
        {
            std::string title = pQuest->GetTitle();

            int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
            if (loc_idx >= 0)
            {
                if(QuestLocale const *ql = sObjectMgr.GetQuestLocale(questID))
                {
                    if (ql->Title.size() > (size_t)loc_idx && !ql->Title[loc_idx].empty())
                        title = ql->Title[loc_idx];
                }
            }

            data << uint32(questID);
            data << uint32(qmi.m_qIcon);
            data << int32(pQuest->GetQuestLevel());
            data << uint32(pQuest->GetFlags());             // 3.3.3 quest flags
            data << uint8(0);                               // 3.3.3 changes icon: blue question or yellow exclamation
            data << title;
        }
    }
    data.put<uint8>(count_pos, count);
    GetMenuSession()->SendPacket( &data );
    DEBUG_LOG("WORLD: Sent SMSG_QUESTGIVER_QUEST_LIST NPC Guid=%u", GUID_LOPART(npcGUID));
}
void PlayerMenu::SendGossipMenu(uint32 TitleTextId, ObjectGuid objectGuid)
{
    WorldPacket data(SMSG_GOSSIP_MESSAGE, (100));           // guess size
    data << ObjectGuid(objectGuid);
    data << uint32(mGossipMenu.GetMenuId());                // new 2.4.0
    data << uint32(TitleTextId);
    data << uint32(mGossipMenu.MenuItemCount());            // max count 0x20

    for (uint32 iI = 0; iI < mGossipMenu.MenuItemCount(); ++iI)
    {
        GossipMenuItem const& gItem = mGossipMenu.GetItem(iI);
        data << uint32(iI);
        data << uint8(gItem.m_gIcon);
        data << uint8(gItem.m_gCoded);                      // makes pop up box password
        data << uint32(gItem.m_gBoxMoney);                  // money required to open menu, 2.0.3
        data << gItem.m_gMessage;                           // text for gossip item, max 0x800
        data << gItem.m_gBoxMessage;                        // accept text (related to money) pop up box, 2.0.3, max 0x800
    }

    data << uint32(mQuestMenu.MenuItemCount());             // max count 0x20

    for (uint32 iI = 0; iI < mQuestMenu.MenuItemCount(); ++iI)
    {
        QuestMenuItem const& qItem = mQuestMenu.GetItem(iI);
        uint32 questID = qItem.m_qId;
        Quest const* pQuest = sObjectMgr.GetQuestTemplate(questID);

        data << uint32(questID);
        data << uint32(qItem.m_qIcon);
        data << int32(pQuest->GetQuestLevel());
        data << uint32(pQuest->GetQuestFlags());            // 3.3.3 quest flags
        data << uint8(0);                                   // 3.3.3 changes icon: blue question or yellow exclamation

        int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
        std::string title = pQuest->GetTitle();
        sObjectMgr.GetQuestLocaleStrings(questID, loc_idx, &title);

        data << title;                                      // max 0x200
    }

    GetMenuSession()->SendPacket(data);
    DEBUG_LOG("WORLD: Sent SMSG_GOSSIP_MESSAGE from %s", objectGuid.GetString().c_str());
}
Exemple #11
0
void PlayerMenu::SendGossipMenu(uint32 TitleTextId, ObjectGuid objectGuid)
{
    WorldPacket data(SMSG_GOSSIP_MESSAGE, (100));           // guess size
    data << ObjectGuid(objectGuid);
    data << uint32(TitleTextId);
    data << uint32(mGossipMenu.MenuItemCount());            // max count 0x20

    for (uint32 iI = 0; iI < mGossipMenu.MenuItemCount(); ++iI )
    {
        GossipMenuItem const& gItem = mGossipMenu.GetItem(iI);
        data << uint32(iI);
        data << uint8(gItem.m_gIcon);
        data << uint8(gItem.m_gCoded);                      // makes pop up box password
        data << gItem.m_gMessage;                           // text for gossip item, max 0x800
    }

    data << uint32(mQuestMenu.MenuItemCount());             // max count 0x20

    for (uint32 iI = 0; iI < mQuestMenu.MenuItemCount(); ++iI)
    {
        QuestMenuItem const& qItem = mQuestMenu.GetItem(iI);
        uint32 questID = qItem.m_qId;
        Quest const* pQuest = sObjectMgr.GetQuestTemplate(questID);

        data << uint32(questID);
        data << uint32(qItem.m_qIcon);
        data << uint32(pQuest->GetQuestLevel());
        std::string Title = pQuest->GetTitle();

        int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
        if (loc_idx >= 0)
            if (QuestLocale const *ql = sObjectMgr.GetQuestLocale(questID))
                if (ql->Title.size() > (size_t)loc_idx && !ql->Title[loc_idx].empty())
                    Title = ql->Title[loc_idx];
        data << Title;                                      // max 0x200
    }

    GetMenuSession()->SendPacket( &data );
    //DEBUG_LOG( "WORLD: Sent SMSG_GOSSIP_MESSAGE NPCGuid=%u",GUID_LOPART(npcGUID) );
}
Exemple #12
0
// Outdated
void PlayerMenu::SendPointOfInterest( float X, float Y, uint32 Icon, uint32 Flags, uint32 Data, char const * locName )
{
    WorldPacket data( SMSG_GOSSIP_POI, (4+4+4+4+4+10) );    // guess size
    data << uint32(Flags);
    data << float(X);
    data << float(Y);
    data << uint32(Icon);
    data << uint32(Data);
    data << locName;

    GetMenuSession()->SendPacket( &data );
    //DEBUG_LOG("WORLD: Sent SMSG_GOSSIP_POI");
}
Exemple #13
0
void PlayerMenu::SendGossipMenu(uint32 TitleTextId, ObjectGuid objectGuid)
{
    WorldPacket data(SMSG_GOSSIP_MESSAGE, (100));           // guess size
    data << ObjectGuid(objectGuid);
    data << uint32(TitleTextId);
    data << uint32(mGossipMenu.MenuItemCount());            // max count 0x20

    for (uint32 iI = 0; iI < mGossipMenu.MenuItemCount(); ++iI)
    {
        GossipMenuItem const& gItem = mGossipMenu.GetItem(iI);
        data << uint32(iI);
        data << uint8(gItem.m_gIcon);
        data << uint8(gItem.m_gCoded);                      // makes pop up box password
        data << gItem.m_gMessage;                           // text for gossip item, max 0x800
    }

    data << uint32(mQuestMenu.MenuItemCount());             // max count 0x20

    for (uint32 iI = 0; iI < mQuestMenu.MenuItemCount(); ++iI)
    {
        QuestMenuItem const& qItem = mQuestMenu.GetItem(iI);
        uint32 questID = qItem.m_qId;
        Quest const* pQuest = sObjectMgr.GetQuestTemplate(questID);

        data << uint32(questID);
        data << uint32(qItem.m_qIcon);
        data << int32(pQuest->GetQuestLevel());

        int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
        std::string title = pQuest->GetTitle();
        sObjectMgr.GetQuestLocaleStrings(questID, loc_idx, &title);

        data << title;                                      // max 0x200
    }

    GetMenuSession()->SendPacket(&data);
    DEBUG_LOG("WORLD: Sent SMSG_GOSSIP_MESSAGE from %s", objectGuid.GetString().c_str());
}
Exemple #14
0
void PlayerMenu::SendTalking( char const * title, char const * text )
{
    WorldPacket data( SMSG_NPC_CACHE, 50 );           // guess size
    data << uint32(0);
    for(uint32 i = 0; i < 8; ++i)
    {
        data << float(0);
        data << title;
        data << text;
        data << uint32(0);
        data << uint32(0);
        data << uint32(0);
        data << uint32(0);
        data << uint32(0);
        data << uint32(0);
        data << uint32(0);
    }

    GetMenuSession()->SendPacket( &data );

    DEBUG_LOG( "WORLD: Sent SMSG_NPC_TEXT_UPDATE " );
}
Exemple #15
0
void PlayerMenu::SendTalking(char const * title, char const * text)
{
    WorldPacket data(SMSG_NPC_TEXT_UPDATE, 50);           // guess size
    data << uint32(0);
    for (uint32 i = 0; i < MAX_GOSSIP_TEXT_OPTIONS; ++i)
    {
        data << float(0);
        data << title;
        data << text;
        data << uint32(0);
        data << uint32(0);
        data << uint32(0);
        data << uint32(0);
        data << uint32(0);
        data << uint32(0);
        data << uint32(0);
    }

    GetMenuSession()->SendPacket(&data);

    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_NPC_TEXT_UPDATE ");
}
Exemple #16
0
void PlayerMenu::SendTalking( uint32 textID )
{
    GossipText const* pGossip = sObjectMgr.GetGossipText(textID);

    WorldPacket data( SMSG_NPC_TEXT_UPDATE, 100 );          // guess size
    data << textID;                                         // can be < 0

    if (!pGossip)
    {
        // multi-language support
        std::string Text_0[8],Text_1[8];
        int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
        if (loc_idx >= 0)
        {
            NpcTextLocale const *nl = sObjectMgr.GetNpcTextLocale(68); // standard text
            if (nl)
            {
                for (int i=0;i<8;++i)
                {
                    if (nl->Text_0[i].size() > (size_t)loc_idx && !nl->Text_0[i][loc_idx].empty())
                        Text_0[i]=nl->Text_0[i][loc_idx];
                    if (nl->Text_1[i].size() > (size_t)loc_idx && !nl->Text_1[i][loc_idx].empty())
                        Text_1[i]=nl->Text_1[i][loc_idx];
                }
            }
        }
        else // no locales
        {
            for (int i=0;i<8;++i)
            {
                Text_0[i] = "Greetings, $N";
                Text_1[i] = "Greetings, $N";
            }
        }

        for (int i=0; i<8; ++i)
        {
            data << float(0);

            if ( Text_0[i].empty() )
                data << Text_1[i];
            else
                data << Text_0[i];

            if ( Text_1[i].empty() )
                data << Text_0[i];
            else
                data << Text_1[i];

            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
        }
    }
    else
    {
        std::string Text_0[MAX_GOSSIP_TEXT_OPTIONS], Text_1[MAX_GOSSIP_TEXT_OPTIONS];
        for (int i = 0; i < MAX_GOSSIP_TEXT_OPTIONS; ++i)
        {
            Text_0[i] = pGossip->Options[i].Text_0;
            Text_1[i] = pGossip->Options[i].Text_1;
        }

        int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();

        sObjectMgr.GetNpcTextLocaleStringsAll(textID, loc_idx, &Text_0, &Text_1);

        for (int i = 0; i < MAX_GOSSIP_TEXT_OPTIONS; ++i)
        {
            data << pGossip->Options[i].Probability;

            if (Text_0[i].empty())
                data << Text_1[i];
            else
                data << Text_0[i];

            if (Text_1[i].empty())
                data << Text_0[i];
            else
                data << Text_1[i];

            data << pGossip->Options[i].Language;

            for(int j = 0; j < 3; ++j)
            {
                data << pGossip->Options[i].Emotes[j]._Delay;
                data << pGossip->Options[i].Emotes[j]._Emote;
            }
        }
    }
    GetMenuSession()->SendPacket( &data );

    DEBUG_LOG(  "WORLD: Sent SMSG_NPC_TEXT_UPDATE " );
}
Exemple #17
0
void PlayerMenu::SendTalking( uint32 textID )
{
    GossipText const* pGossip = sObjectMgr.GetGossipText(textID);

    WorldPacket data( SMSG_NPC_CACHE, 100 );          // guess size
    data << textID;                                         // can be < 0

    if (!pGossip)
    {
        for(uint32 i = 0; i < 8; ++i)
        {
            data << float(0);
            data << "Greetings $N";
            data << "Greetings $N";
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
        }
    }
    else
    {
        std::string Text_0[MAX_GOSSIP_TEXT_OPTIONS], Text_1[MAX_GOSSIP_TEXT_OPTIONS];
        for (int i = 0; i < MAX_GOSSIP_TEXT_OPTIONS; ++i)
        {
            Text_0[i] = pGossip->Options[i].Text_0;
            Text_1[i] = pGossip->Options[i].Text_1;
        }

        int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();

        sObjectMgr.GetNpcTextLocaleStringsAll(textID, loc_idx, &Text_0, &Text_1);

        for (int i = 0; i < MAX_GOSSIP_TEXT_OPTIONS; ++i)
        {
            data << pGossip->Options[i].Probability;

            if (Text_0[i].empty())
                data << Text_1[i];
            else
                data << Text_0[i];

            if (Text_1[i].empty())
                data << Text_0[i];
            else
                data << Text_1[i];

            data << pGossip->Options[i].Language;

            for(int j = 0; j < 3; ++j)
            {
                data << pGossip->Options[i].Emotes[j]._Delay;
                data << pGossip->Options[i].Emotes[j]._Emote;
            }
        }
    }
    GetMenuSession()->SendPacket( &data );

    DEBUG_LOG(  "WORLD: Sent SMSG_NPC_TEXT_UPDATE " );
}
Exemple #18
0
void PlayerMenu::SendQuestQueryResponse(Quest const *pQuest)
{
    std::string Title, Details, Objectives, EndText, CompletedText;
    std::string ObjectiveText[QUEST_OBJECTIVES_COUNT];
    Title = pQuest->GetTitle();
    Details = pQuest->GetDetails();
    Objectives = pQuest->GetObjectives();
    EndText = pQuest->GetEndText();
    CompletedText = pQuest->GetCompletedText();
    for (int i=0; i<QUEST_OBJECTIVES_COUNT; ++i)
        ObjectiveText[i]=pQuest->ObjectiveText[i];

    int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
    if (loc_idx >= 0)
    {
        if (QuestLocale const *ql = sObjectMgr->GetQuestLocale(pQuest->GetQuestId()))
        {
            sObjectMgr->GetLocaleString(ql->Title, loc_idx, Title);
            sObjectMgr->GetLocaleString(ql->Details, loc_idx, Details);
            sObjectMgr->GetLocaleString(ql->Objectives, loc_idx, Objectives);
            sObjectMgr->GetLocaleString(ql->EndText, loc_idx, EndText);
            sObjectMgr->GetLocaleString(ql->CompletedText, loc_idx, CompletedText);

            for (int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
                sObjectMgr->GetLocaleString(ql->ObjectiveText[i], loc_idx, ObjectiveText[i]);
        }
    }

    WorldPacket data(SMSG_QUEST_QUERY_RESPONSE, 100);     // guess size

    data << uint32(pQuest->GetQuestId());                   // quest id
    data << uint32(pQuest->GetQuestMethod());               // Accepted values: 0, 1 or 2. 0 == IsAutoComplete() (skip objectives/details)
    data << uint32(pQuest->GetQuestLevel());                // may be -1, static data, in other cases must be used dynamic level: Player::GetQuestLevel (0 is not known, but assuming this is no longer valid for quest intended for client)
    data << uint32(pQuest->GetMinLevel());                  // min level
    data << uint32(pQuest->GetZoneOrSort());                // zone or sort to display in quest log

    data << uint32(pQuest->GetType());                      // quest type
    data << uint32(pQuest->GetSuggestedPlayers());          // suggested players count

    data << uint32(pQuest->GetRepObjectiveFaction());       // shown in quest log as part of quest objective
    data << uint32(pQuest->GetRepObjectiveValue());         // shown in quest log as part of quest objective

    data << uint32(pQuest->GetRepObjectiveFaction2());       // shown in quest log as part of quest objective OPOSITE faction
    data << uint32(pQuest->GetRepObjectiveValue2());         // shown in quest log as part of quest objective OPPOSITE faction

    data << uint32(pQuest->GetNextQuestInChain());          // client will request this quest from NPC, if not 0
    data << uint32(pQuest->GetXPId());                      // used for calculating rewarded experience

    if (pQuest->HasFlag(QUEST_FLAGS_HIDDEN_REWARDS))
        data << uint32(0);                                  // Hide money rewarded
    else
        data << uint32(pQuest->GetRewOrReqMoney());         // reward money (below max lvl)

    data << uint32(pQuest->GetRewMoneyMaxLevel());          // used in XP calculation at client
    data << uint32(pQuest->GetRewSpell());                  // reward spell, this spell will display (icon) (casted if RewSpellCast == 0)
    data << int32(pQuest->GetRewSpellCast());               // casted spell

    // rewarded honor points
    data << Trinity::Honor::hk_honor_at_level(GetMenuSession()->GetPlayer()->getLevel(), pQuest->GetRewHonorMultiplier());
    data << float(0);                                       // new reward honor (multipled by ~62 at client side)
    data << uint32(pQuest->GetSrcItemId());                 // source item id
    data << uint32(pQuest->GetFlags() & 0xFFFF);            // quest flags
    data << uint32(pQuest->GetCharTitleId());               // CharTitleId, new 2.4.0, player gets this title (id from CharTitles)
    data << uint32(pQuest->GetPlayersSlain());              // players slain
    data << uint32(pQuest->GetBonusTalents());              // bonus talents
    data << uint32(pQuest->GetRewArenaPoints());            // bonus arena points
    data << uint32(0);                                      // review rep show mask

    int iI;

    if (pQuest->HasFlag(QUEST_FLAGS_HIDDEN_REWARDS))
    {
        for (iI = 0; iI < QUEST_REWARDS_COUNT; ++iI)
            data << uint32(0) << uint32(0);
        for (iI = 0; iI < QUEST_REWARD_CHOICES_COUNT; ++iI)
            data << uint32(0) << uint32(0);
    }
    else
    {
        for (iI = 0; iI < QUEST_REWARDS_COUNT; ++iI)
        {
            data << uint32(pQuest->RewItemId[iI]);
            data << uint32(pQuest->RewItemCount[iI]);
        }
        for (iI = 0; iI < QUEST_REWARD_CHOICES_COUNT; ++iI)
        {
            data << uint32(pQuest->RewChoiceItemId[iI]);
            data << uint32(pQuest->RewChoiceItemCount[iI]);
        }
    }

    for (int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)         // reward factions ids
        data << uint32(pQuest->RewRepFaction[i]);

    for (int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)         // columnid+1 QuestFactionReward.dbc?
        data << int32(pQuest->RewRepValueId[i]);

    for (int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)         // unk (0)
        data << int32(pQuest->RewRepValue[i]);

    data << pQuest->GetPointMapId();
    data << pQuest->GetPointX();
    data << pQuest->GetPointY();
    data << pQuest->GetPointOpt();

    data << Title;
    data << Objectives;
    data << Details;
    data << EndText;
    data << CompletedText;                                  // display in quest objectives window once all objectives are completed

    for (iI = 0; iI < QUEST_OBJECTIVES_COUNT; ++iI)
    {
        if (pQuest->ReqCreatureOrGOId[iI] < 0)
        {
            // client expected gameobject template id in form (id|0x80000000)
            data << uint32((pQuest->ReqCreatureOrGOId[iI]*(-1))|0x80000000);
        }
        else
        {
            data << uint32(pQuest->ReqCreatureOrGOId[iI]);
        }
        data << uint32(pQuest->ReqCreatureOrGOCount[iI]);
        data << uint32(pQuest->ReqSourceId[iI]);
        data << uint32(0);                                  // req source count?
    }

    for (iI = 0; iI < QUEST_ITEM_OBJECTIVES_COUNT; ++iI)
    {
        data << uint32(pQuest->ReqItemId[iI]);
        data << uint32(pQuest->ReqItemCount[iI]);
    }

    for (iI = 0; iI < QUEST_OBJECTIVES_COUNT; ++iI)
        data << ObjectiveText[iI];

    GetMenuSession()->SendPacket(&data);
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_QUEST_QUERY_RESPONSE questid=%u", pQuest->GetQuestId());
}
Exemple #19
0
void PlayerMenu::SendTalking( uint32 textID )
{
    GossipText const* pGossip = sObjectMgr.GetGossipText(textID);

    WorldPacket data( SMSG_NPC_TEXT_UPDATE, 100 );          // guess size
    data << textID;                                         // can be < 0

    if (!pGossip)
    {
        for(uint32 i = 0; i < 8; ++i)
        {
            data << float(0);
            data << "Greetings $N";
            data << "Greetings $N";
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
        }
    }
    else
    {
        std::string Text_0[8], Text_1[8];
        for (int i = 0; i < 8; ++i)
        {
            Text_0[i] = pGossip->Options[i].Text_0;
            Text_1[i] = pGossip->Options[i].Text_1;
        }
        int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
        if (loc_idx >= 0)
        {
            if (NpcTextLocale const *nl = sObjectMgr.GetNpcTextLocale(textID))
            {
                for (int i = 0; i < 8; ++i)
                {
                    if (nl->Text_0[i].size() > (size_t)loc_idx && !nl->Text_0[i][loc_idx].empty())
                        Text_0[i] = nl->Text_0[i][loc_idx];
                    if (nl->Text_1[i].size() > (size_t)loc_idx && !nl->Text_1[i][loc_idx].empty())
                        Text_1[i] = nl->Text_1[i][loc_idx];
                }
            }
        }
        for (int i = 0; i < 8; ++i)
        {
            data << pGossip->Options[i].Probability;

            if ( Text_0[i].empty() )
                data << Text_1[i];
            else
                data << Text_0[i];

            if ( Text_1[i].empty() )
                data << Text_0[i];
            else
                data << Text_1[i];

            data << pGossip->Options[i].Language;

            for(int j = 0; j < 3; ++j)
            {
                data << pGossip->Options[i].Emotes[j]._Delay;
                data << pGossip->Options[i].Emotes[j]._Emote;
            }
        }
    }
    GetMenuSession()->SendPacket( &data );

    DEBUG_LOG(  "WORLD: Sent SMSG_NPC_TEXT_UPDATE " );
}
Exemple #20
0
void PlayerMenu::SendQuestGiverOfferReward(Quest const* pQuest, uint64 npcGUID, bool EnableNext)
{
    std::string Title = pQuest->GetTitle();
    std::string OfferRewardText = pQuest->GetOfferRewardText();

    int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
    if (loc_idx >= 0)
    {
        if (QuestLocale const *ql = sObjectMgr->GetQuestLocale(pQuest->GetQuestId()))
        {
            sObjectMgr->GetLocaleString(ql->Title, loc_idx, Title);
            sObjectMgr->GetLocaleString(ql->OfferRewardText, loc_idx, OfferRewardText);
        }
    }

    WorldPacket data(SMSG_QUESTGIVER_OFFER_REWARD, 50);   // guess size

    data << uint64(npcGUID);
    data << uint32(pQuest->GetQuestId());
    data << Title;
    data << OfferRewardText;

    data << uint8(EnableNext ? 1 : 0);                      // Auto Finish
    data << uint32(pQuest->GetFlags());                     // 3.3.3 questFlags
    data << uint32(pQuest->GetSuggestedPlayers());          // SuggestedGroupNum

    uint32 EmoteCount = 0;
    for (uint32 i = 0; i < QUEST_EMOTE_COUNT; ++i)
    {
        if (pQuest->OfferRewardEmote[i] <= 0)
            break;
        ++EmoteCount;
    }

    data << EmoteCount;                                     // Emote Count
    for (uint32 i = 0; i < EmoteCount; ++i)
    {
        data << uint32(pQuest->OfferRewardEmoteDelay[i]);   // Delay Emote
        data << uint32(pQuest->OfferRewardEmote[i]);
    }

    ItemPrototype const *pItem;

    data << uint32(pQuest->GetRewChoiceItemsCount());
    for (uint32 i=0; i < pQuest->GetRewChoiceItemsCount(); ++i)
    {
        pItem = ObjectMgr::GetItemPrototype(pQuest->RewChoiceItemId[i]);

        data << uint32(pQuest->RewChoiceItemId[i]);
        data << uint32(pQuest->RewChoiceItemCount[i]);

        if (pItem)
            data << uint32(pItem->DisplayInfoID);
        else
            data << uint32(0);
    }

    data << uint32(pQuest->GetRewItemsCount());
    for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
    {
        pItem = ObjectMgr::GetItemPrototype(pQuest->RewItemId[i]);
        data << uint32(pQuest->RewItemId[i]);
        data << uint32(pQuest->RewItemCount[i]);

        if (pItem)
            data << uint32(pItem->DisplayInfoID);
        else
            data << uint32(0);
    }

    data << uint32(pQuest->GetRewOrReqMoney());
    data << uint32(pQuest->XPValue(GetMenuSession()->GetPlayer())*sWorld->getRate(RATE_XP_QUEST));

    // rewarded honor points. Multiply with 10 to satisfy client
    data << 10 * Trinity::Honor::hk_honor_at_level(GetMenuSession()->GetPlayer()->getLevel(), pQuest->GetRewHonorMultiplier());
    data << float(0);                                       // unk, honor multiplier?
    data << uint32(0x08);                                   // unused by client?
    data << uint32(pQuest->GetRewSpell());                  // reward spell, this spell will display (icon) (casted if RewSpellCast == 0)
    data << int32(pQuest->GetRewSpellCast());               // casted spell
    data << uint32(0);                                      // unknown
    data << uint32(pQuest->GetBonusTalents());              // bonus talents
    data << uint32(pQuest->GetRewArenaPoints());               // arena points
    data << uint32(0);

    for (int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)        // reward factions ids
        data << uint32(pQuest->RewRepFaction[i]);

    for (int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)        // columnid in QuestFactionReward.dbc (zero based)?
        data << int32(pQuest->RewRepValueId[i]);

    for (int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)        // reward reputation override?
        data << uint32(pQuest->RewRepValue[i]);

    GetMenuSession()->SendPacket(&data);
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_QUESTGIVER_OFFER_REWARD NPCGuid=%u, questid=%u", GUID_LOPART(npcGUID), pQuest->GetQuestId());
}
Exemple #21
0
void PlayerMenu::SendQuestGiverOfferReward(Quest const* pQuest, ObjectGuid npcGUID, bool EnableNext) const
{
    std::string Title = pQuest->GetTitle();
    std::string OfferRewardText = pQuest->GetOfferRewardText();

    int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
    if (loc_idx >= 0)
    {
        if (QuestLocale const* ql = sObjectMgr.GetQuestLocale(pQuest->GetQuestId()))
        {
            if (ql->Title.size() > (size_t)loc_idx && !ql->Title[loc_idx].empty())
                Title = ql->Title[loc_idx];
            if (ql->OfferRewardText.size() > (size_t)loc_idx && !ql->OfferRewardText[loc_idx].empty())
                OfferRewardText = ql->OfferRewardText[loc_idx];
        }
    }

    WorldPacket data(SMSG_QUESTGIVER_OFFER_REWARD, 50);     // guess size

    data << ObjectGuid(npcGUID);
    data << uint32(pQuest->GetQuestId());
    data << Title;
    data << OfferRewardText;

    data << uint32(EnableNext ? 1 : 0);                     // Auto Finish
    data << uint32(pQuest->GetSuggestedPlayers());          // SuggestedGroupNum

    uint32 EmoteCount = 0;
    for (uint32 i = 0; i < QUEST_EMOTE_COUNT; ++i)
    {
        if (pQuest->OfferRewardEmote[i] <= 0)
            break;
        ++EmoteCount;
    }

    data << EmoteCount;                                     // Emote Count
    for (uint32 i = 0; i < EmoteCount; ++i)
    {
        data << uint32(pQuest->OfferRewardEmoteDelay[i]);   // Delay Emote
        data << uint32(pQuest->OfferRewardEmote[i]);
    }

    ItemPrototype const* pItem;

    data << uint32(pQuest->GetRewChoiceItemsCount());
    for (uint32 i = 0; i < pQuest->GetRewChoiceItemsCount(); ++i)
    {
        pItem = ObjectMgr::GetItemPrototype(pQuest->RewChoiceItemId[i]);

        data << uint32(pQuest->RewChoiceItemId[i]);
        data << uint32(pQuest->RewChoiceItemCount[i]);

        if (pItem)
            data << uint32(pItem->DisplayInfoID);
        else
            data << uint32(0);
    }

    data << uint32(pQuest->GetRewItemsCount());
    for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
    {
        pItem = ObjectMgr::GetItemPrototype(pQuest->RewItemId[i]);
        data << uint32(pQuest->RewItemId[i]);
        data << uint32(pQuest->RewItemCount[i]);

        if (pItem)
            data << uint32(pItem->DisplayInfoID);
        else
            data << uint32(0);
    }

    data << uint32(pQuest->GetRewOrReqMoney());

    // rewarded honor points. Multiply with 10 to satisfy client
    data << uint32(10 * MaNGOS::Honor::hk_honor_at_level(GetMenuSession()->GetPlayer()->getLevel(), pQuest->GetRewHonorableKills()));
    data << uint32(0x08);                                   // unused by client?
    data << uint32(pQuest->GetRewSpell());                  // reward spell, this spell will display (icon) (casted if RewSpellCast==0)
    data << uint32(pQuest->GetRewSpellCast());              // casted spell
    data << uint32(pQuest->GetCharTitleBitIndex());         // character title
    GetMenuSession()->SendPacket(data);
    DEBUG_LOG("WORLD: Sent SMSG_QUESTGIVER_OFFER_REWARD NPCGuid = %s, questid = %u", npcGUID.GetString().c_str(), pQuest->GetQuestId());
}
Exemple #22
0
void PlayerMenu::SendQuestGiverRequestItems(Quest const *pQuest, uint64 npcGUID, bool Completable, bool CloseOnCancel)
{
    // We can always call to RequestItems, but this packet only goes out if there are actually
    // items.  Otherwise, we'll skip straight to the OfferReward

    std::string Title = pQuest->GetTitle();
    std::string RequestItemsText = pQuest->GetRequestItemsText();

    int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
    if (loc_idx >= 0)
    {
        if (QuestLocale const *ql = sObjectMgr->GetQuestLocale(pQuest->GetQuestId()))
        {
            sObjectMgr->GetLocaleString(ql->Title, loc_idx, Title);
            sObjectMgr->GetLocaleString(ql->RequestItemsText, loc_idx, RequestItemsText);
        }
    }

    if (!pQuest->GetReqItemsCount() && Completable)
    {
        SendQuestGiverOfferReward(pQuest, npcGUID, true);
        return;
    }

    WorldPacket data(SMSG_QUESTGIVER_REQUEST_ITEMS, 50);  // guess size
    data << uint64(npcGUID);
    data << uint32(pQuest->GetQuestId());
    data << Title;
    data << RequestItemsText;

    data << uint32(0x00);                                   // unknown

    if (Completable)
        data << pQuest->GetCompleteEmote();
    else
        data << pQuest->GetIncompleteEmote();

    // Close Window after cancel
    if (CloseOnCancel)
        data << uint32(0x01);
    else
        data << uint32(0x00);

    data << uint32(pQuest->GetFlags());                     // 3.3.3 questFlags
    data << uint32(pQuest->GetSuggestedPlayers());          // SuggestedGroupNum

    // Required Money
    data << uint32(pQuest->GetRewOrReqMoney() < 0 ? -pQuest->GetRewOrReqMoney() : 0);

    data << uint32(pQuest->GetReqItemsCount());
    ItemPrototype const *pItem;
    for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
    {
        if (!pQuest->ReqItemId[i])
            continue;

        pItem = ObjectMgr::GetItemPrototype(pQuest->ReqItemId[i]);

        data << uint32(pQuest->ReqItemId[i]);
        data << uint32(pQuest->ReqItemCount[i]);

        if (pItem)
            data << uint32(pItem->DisplayInfoID);
        else
            data << uint32(0);
    }

    if (!Completable)
        data << uint32(0x00);
    else
        data << uint32(0x03);

    data << uint32(0x04);
    data << uint32(0x08);
    data << uint32(0x10);

    GetMenuSession()->SendPacket(&data);
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_QUESTGIVER_REQUEST_ITEMS NPCGuid=%u, questid=%u", GUID_LOPART(npcGUID), pQuest->GetQuestId());
}
Exemple #23
0
void PlayerMenu::SendQuestGiverOfferReward(Quest const* pQuest, ObjectGuid npcGUID, bool EnableNext)
{
    std::string Title = pQuest->GetTitle();
    std::string OfferRewardText = pQuest->GetOfferRewardText();
    std::string PortraitGiverText = pQuest->GetPortraitGiverText();
    std::string PortraitGiverName = pQuest->GetPortraitGiverName();
    std::string PortraitTurnInText = pQuest->GetPortraitTurnInText();
    std::string PortraitTurnInName = pQuest->GetPortraitTurnInName();

    int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
    if (loc_idx >= 0)
    {
        if (QuestLocale const *ql = sObjectMgr.GetQuestLocale(pQuest->GetQuestId()))
        {
            if (ql->Title.size() > (size_t)loc_idx && !ql->Title[loc_idx].empty())
                Title = ql->Title[loc_idx];
            if (ql->OfferRewardText.size() > (size_t)loc_idx && !ql->OfferRewardText[loc_idx].empty())
                OfferRewardText = ql->OfferRewardText[loc_idx];
        }
    }

    WorldPacket data( SMSG_QUESTGIVER_OFFER_REWARD, 50 );   // guess size

    data << ObjectGuid(npcGUID);
    data << uint32(pQuest->GetQuestId());
    data << Title;
    data << OfferRewardText;

    data << PortraitGiverText;
    data << PortraitGiverName;
    data << PortraitTurnInText;
    data << PortraitTurnInName;

    data << uint32(pQuest->GetPortraitGiver());
    data << uint32(pQuest->GetPortraitTurnIn());

    data << uint8(EnableNext ? 1 : 0);                      // Auto Finish
    data << uint32(pQuest->GetQuestFlags());                // 3.3.3 questFlags
    data << uint32(pQuest->GetSuggestedPlayers());          // SuggestedGroupNum

    uint32 EmoteCount = 0;
    for (uint32 i = 0; i < QUEST_EMOTE_COUNT; ++i)
    {
        if(pQuest->OfferRewardEmote[i] <= 0)
            break;
        ++EmoteCount;
    }

    data << EmoteCount;                                     // Emote Count
    for (uint32 i = 0; i < EmoteCount; ++i)
    {
        data << uint32(pQuest->OfferRewardEmoteDelay[i]);   // Delay Emote
        data << uint32(pQuest->OfferRewardEmote[i]);
    }

    ItemPrototype const *pItem;

    data << uint32(pQuest->GetRewChoiceItemsCount());
    for (uint32 i = 0; i < pQuest->GetRewChoiceItemsCount(); ++i)
    {
        pItem = ObjectMgr::GetItemPrototype( pQuest->RewChoiceItemId[i] );

        data << uint32(pQuest->RewChoiceItemId[i]);
        data << uint32(pQuest->RewChoiceItemCount[i]);

        if ( pItem )
            data << uint32(pItem->DisplayInfoID);
        else
            data << uint32(0);
    }

    data << uint32(pQuest->GetRewItemsCount());
    for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
    {
        pItem = ObjectMgr::GetItemPrototype(pQuest->RewItemId[i]);
        data << uint32(pQuest->RewItemId[i]);
        data << uint32(pQuest->RewItemCount[i]);

        if ( pItem )
            data << uint32(pItem->DisplayInfoID);
        else
            data << uint32(0);
    }

    // send rewMoneyMaxLevel explicit for max player level, else send RewOrReqMoney
    if (GetMenuSession()->GetPlayer()->getLevel() >= sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL))
        data << uint32(pQuest->GetRewMoneyMaxLevel());
    else
        data << uint32(pQuest->GetRewOrReqMoney());

    // xp
    data << uint32(pQuest->XPValue(GetMenuSession()->GetPlayer()));

    // TODO: fixme. rewarded honor points. Multiply with 10 to satisfy client
    data << uint32(10*Strawberry::Honor::hk_honor_at_level(GetMenuSession()->GetPlayer()->getLevel(), pQuest->GetRewHonorAddition()));
    data << uint32(0);
    data << float(pQuest->GetRewHonorMultiplier());

    data << uint32(0x08);                                   // unused by client?
    data << uint32(pQuest->GetRewSpell());                  // reward spell, this spell will display (icon) (casted if RewSpellCast==0)
    data << uint32(pQuest->GetRewSpellCast());              // casted spell                                    // rew rep show mask?

    for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)        // reward factions ids
        data << uint32(pQuest->RewRepFaction[i]);

    for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)        // columnid in QuestFactionReward.dbc (if negative, from second row)
        data << int32(pQuest->RewRepValueId[i]);

    for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)        // reward reputation override. No diplomacy bonus is expected given, reward also does not display in chat window
        data << int32(0);
        //data << int32(pQuest->RewRepValue[i]);

    data << uint32(pQuest->GetCharTitleId());               // character title
    data << uint32(pQuest->GetBonusTalents());              // bonus talents

    data << uint32(QUEST_EMOTE_COUNT);
    for (uint8 i = 0; i < QUEST_EMOTE_COUNT; ++i)
    {
        data << uint32(pQuest->DetailsEmote[i]);
        data << uint32(pQuest->DetailsEmoteDelay[i]);
    }

    data << uint32(0);                                      // bonus arena points
    data << uint32(0);  

    GetMenuSession()->SendPacket(&data);
    DEBUG_LOG("WORLD: Sent SMSG_QUESTGIVER_OFFER_REWARD NPCGuid = %s, questid = %u", npcGUID.GetString().c_str(), pQuest->GetQuestId());
}
Exemple #24
0
void PlayerMenu::SendQuestGiverQuestDetails(Quest const* pQuest, ObjectGuid guid, bool ActivateAccept)
{
    std::string Title      = pQuest->GetTitle();
    std::string Details    = pQuest->GetDetails();
    std::string Objectives = pQuest->GetObjectives();
    std::string PortraitGiverText = pQuest->GetPortraitGiverText();
    std::string PortraitGiverName = pQuest->GetPortraitGiverName();
    std::string PortraitTurnInText = pQuest->GetPortraitTurnInText();
    std::string PortraitTurnInName = pQuest->GetPortraitTurnInName();

    int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
    if (loc_idx >= 0)
    {
        if (QuestLocale const *ql = sObjectMgr.GetQuestLocale(pQuest->GetQuestId()))
        {
            if (ql->Title.size() > (size_t)loc_idx && !ql->Title[loc_idx].empty())
                Title = ql->Title[loc_idx];
            if (ql->Details.size() > (size_t)loc_idx && !ql->Details[loc_idx].empty())
                Details = ql->Details[loc_idx];
            if (ql->Objectives.size() > (size_t)loc_idx && !ql->Objectives[loc_idx].empty())
                Objectives = ql->Objectives[loc_idx];
        }
    }

    WorldPacket data(SMSG_QUESTGIVER_QUEST_DETAILS, 100);   // guess size
    data << guid;
    data << uint64(0);                                      // wotlk, something todo with quest sharing?
    data << uint32(pQuest->GetQuestId());
    data << Title;
    data << Details;
    data << Objectives;
    data << PortraitGiverText;
    data << PortraitGiverName;
    data << PortraitTurnInText;
    data << PortraitTurnInName;
    data << uint32(pQuest->GetPortraitGiver()); 
    data << uint32(pQuest->GetPortraitTurnIn()); 
    data << uint8(ActivateAccept ? 1 : 0);                  // auto finish
    data << uint32(pQuest->GetQuestFlags());                // 3.3.3 questFlags
    data << uint32(pQuest->GetSuggestedPlayers());
    data << uint8(0);                                       // IsFinished? value is sent back to server in quest accept packet
    data << uint8(0);                                       // 4.x.x
    data << uint32(pQuest->GetRequiredSpell());

    if (pQuest->HasQuestFlag(QUEST_FLAGS_HIDDEN_REWARDS))
    {
        data << uint32(0);                                  // Rewarded chosen items hidden
        data << uint32(0);                                  // Rewarded items hidden
        data << uint32(0);                                  // Rewarded money hidden
        data << uint32(0);                                  // Rewarded XP hidden
    }
    else
    {
        ItemPrototype const* IProto;

        data << uint32(pQuest->GetRewChoiceItemsCount());

        for (uint32 i = 0; i < QUEST_REWARD_CHOICES_COUNT; ++i)
        {
            if (!pQuest->RewChoiceItemId[i])
                continue;

            data << uint32(pQuest->RewChoiceItemId[i]);
            data << uint32(pQuest->RewChoiceItemCount[i]);

            IProto = ObjectMgr::GetItemPrototype(pQuest->RewChoiceItemId[i]);

            if (IProto)
                data << uint32(IProto->DisplayInfoID);
            else
                data << uint32(0x00);
        }

        data << uint32(pQuest->GetRewItemsCount());

        for (uint32 i = 0; i < QUEST_REWARDS_COUNT; ++i)
        {
            if (!pQuest->RewItemId[i])
                continue;

            data << uint32(pQuest->RewItemId[i]);
            data << uint32(pQuest->RewItemCount[i]);

            IProto = ObjectMgr::GetItemPrototype(pQuest->RewItemId[i]);

            if (IProto)
                data << uint32(IProto->DisplayInfoID);
            else
                data << uint32(0);
        }

        // send rewMoneyMaxLevel explicit for max player level, else send RewOrReqMoney
        if (GetMenuSession()->GetPlayer()->getLevel() >= sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL))
            data << uint32(pQuest->GetRewMoneyMaxLevel());
        else
            data << uint32(pQuest->GetRewOrReqMoney());

        data << uint32(pQuest->XPValue(GetMenuSession()->GetPlayer()));
    }

    // TODO: fixme. rewarded honor points
    data << uint32(pQuest->GetRewHonorAddition());
    data << uint32(0);                                      // 4.x.x
    data << float(pQuest->GetRewHonorMultiplier());         // new 3.3.0
    data << uint32(pQuest->GetRewSpell());                  // reward spell, this spell will display (icon) (casted if RewSpellCast==0)
    data << uint32(pQuest->GetRewSpellCast());              // casted spell
    data << uint32(0);                                      // 4.x.x

    for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)        // reward factions ids
        data << uint32(pQuest->RewRepFaction[i]);

    for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)        // columnid in QuestFactionReward.dbc (if negative, from second row)
        data << int32(pQuest->RewRepValueId[i]);

    for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)        // reward reputation override. No bonus is expected given
        data << int32(0);
        //data << int32(pQuest->RewRepValue[i]);            // current field for store of rep value, can be reused to implement "override value"

    data << uint32(pQuest->GetCharTitleId());               // CharTitleId, new 2.4.0, player gets this title (id from CharTitles)
    data << uint32(pQuest->GetBonusTalents());              // bonus talents
    data << uint32(0);

    for(int i = 0; i < QUEST_CURRENCY_REWARD_COUNT; ++i)                               // 4.0.0 currency reward id and count
    {
        data << pQuest->CurrencyRewardId[i];
        data << pQuest->CurrencyRewardCount[i];
    }

    data << uint32(0);                                      // bonus arena points
    data << uint32(0);                                      // rep reward show mask?

    data << uint32(QUEST_EMOTE_COUNT);
    for (uint8 i = 0; i < QUEST_EMOTE_COUNT; ++i)
    {
        data << uint32(pQuest->DetailsEmote[i]);
        data << uint32(pQuest->DetailsEmoteDelay[i]);
    }

    GetMenuSession()->SendPacket( &data );

    DEBUG_LOG("WORLD: Sent SMSG_QUESTGIVER_QUEST_DETAILS - for %s of %s, questid = %u", GetMenuSession()->GetPlayer()->GetGuidStr().c_str(), guid.GetString().c_str(), pQuest->GetQuestId());
}
Exemple #25
0
void PlayerMenu::SendQuestGiverOfferReward(Quest const* pQuest, ObjectGuid npcGUID, bool EnableNext)
{
    std::string Title = pQuest->GetTitle();
    std::string OfferRewardText = pQuest->GetOfferRewardText();

    int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
    if (loc_idx >= 0)
    {
        if (QuestLocale const* ql = sObjectMgr.GetQuestLocale(pQuest->GetQuestId()))
        {
            if (ql->Title.size() > (size_t)loc_idx && !ql->Title[loc_idx].empty())
                { Title = ql->Title[loc_idx]; }
            if (ql->OfferRewardText.size() > (size_t)loc_idx && !ql->OfferRewardText[loc_idx].empty())
                { OfferRewardText = ql->OfferRewardText[loc_idx]; }
        }
    }

    WorldPacket data(SMSG_QUESTGIVER_OFFER_REWARD, 50);     // guess size

    data << ObjectGuid(npcGUID);
    data << uint32(pQuest->GetQuestId());
    data << Title;
    data << OfferRewardText;

    data << uint32(EnableNext ? 1 : 0);                     // Auto Finish

    uint32 EmoteCount = 0;
    for (uint32 i = 0; i < QUEST_EMOTE_COUNT; ++i)
    {
        if (pQuest->OfferRewardEmote[i] <= 0)
            { break; }
        ++EmoteCount;
    }

    data << EmoteCount;                                     // Emote Count
    for (uint32 i = 0; i < EmoteCount; ++i)
    {
        data << uint32(pQuest->OfferRewardEmoteDelay[i]);   // Delay Emote
        data << uint32(pQuest->OfferRewardEmote[i]);
    }

    ItemPrototype const* pItem;

    data << uint32(pQuest->GetRewChoiceItemsCount());
    for (uint32 i = 0; i < pQuest->GetRewChoiceItemsCount(); ++i)
    {
        pItem = ObjectMgr::GetItemPrototype(pQuest->RewChoiceItemId[i]);

        data << uint32(pQuest->RewChoiceItemId[i]);
        data << uint32(pQuest->RewChoiceItemCount[i]);

        if (pItem)
            { data << uint32(pItem->DisplayInfoID); }
        else
            { data << uint32(0x00); }
    }

    data << uint32(pQuest->GetRewItemsCount());
    for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
    {
        pItem = ObjectMgr::GetItemPrototype(pQuest->RewItemId[i]);
        data << uint32(pQuest->RewItemId[i]);
        data << uint32(pQuest->RewItemCount[i]);

        if (pItem)
            { data << uint32(pItem->DisplayInfoID); }
        else
            { data << uint32(0x00); }
    }

    data << uint32(pQuest->GetRewOrReqMoney());

    data << uint32(pQuest->GetRewSpellCast());              // casted spell [-zero] to check
    data << uint32(pQuest->GetRewSpell());                  // reward spell, this spell will display (icon) (casted if RewSpellCast==0)

    GetMenuSession()->SendPacket(&data);
    DEBUG_LOG("WORLD: Sent SMSG_QUESTGIVER_OFFER_REWARD NPCGuid = %s, questid = %u", npcGUID.GetString().c_str(), pQuest->GetQuestId());
}
Exemple #26
0
void PlayerMenu::SendQuestGiverQuestDetails(Quest const* pQuest, ObjectGuid guid, bool ActivateAccept)
{
    std::string Title      = pQuest->GetTitle();
    std::string Details    = pQuest->GetDetails();
    std::string Objectives = pQuest->GetObjectives();

    int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
    if (loc_idx >= 0)
    {
        if (QuestLocale const* ql = sObjectMgr.GetQuestLocale(pQuest->GetQuestId()))
        {
            if (ql->Title.size() > (size_t)loc_idx && !ql->Title[loc_idx].empty())
                { Title = ql->Title[loc_idx]; }
            if (ql->Details.size() > (size_t)loc_idx && !ql->Details[loc_idx].empty())
                { Details = ql->Details[loc_idx]; }
            if (ql->Objectives.size() > (size_t)loc_idx && !ql->Objectives[loc_idx].empty())
                { Objectives = ql->Objectives[loc_idx]; }
        }
    }

    WorldPacket data(SMSG_QUESTGIVER_QUEST_DETAILS, 100);   // guess size
    data << guid;
    data << uint32(pQuest->GetQuestId());
    data << Title;
    data << Details;
    data << Objectives;
    data << uint32(ActivateAccept ? 1 : 0);                 // auto finish

    if (pQuest->HasQuestFlag(QUEST_FLAGS_HIDDEN_REWARDS))
    {
        data << uint32(0);                                  // Rewarded chosen items hidden
        data << uint32(0);                                  // Rewarded items hidden
        data << uint32(0);                                  // Rewarded money hidden
    }
    else
    {
        ItemPrototype const* IProto;

        data << uint32(pQuest->GetRewChoiceItemsCount());

        for (uint32 i = 0; i < QUEST_REWARD_CHOICES_COUNT; ++i)
        {
            data << uint32(pQuest->RewChoiceItemId[i]);
            data << uint32(pQuest->RewChoiceItemCount[i]);

            IProto = ObjectMgr::GetItemPrototype(pQuest->RewChoiceItemId[i]);

            if (IProto)
                { data << uint32(IProto->DisplayInfoID); }
            else
                { data << uint32(0x00); }
        }

        data << uint32(pQuest->GetRewItemsCount());

        for (uint32 i = 0; i < QUEST_REWARDS_COUNT; ++i)
        {
            data << uint32(pQuest->RewItemId[i]);
            data << uint32(pQuest->RewItemCount[i]);

            IProto = ObjectMgr::GetItemPrototype(pQuest->RewItemId[i]);

            if (IProto)
                { data << uint32(IProto->DisplayInfoID); }
            else
                { data << uint32(0x00); }
        }

        data << uint32(pQuest->GetRewOrReqMoney());
    }

    data << pQuest->GetReqItemsCount();
    for (uint32 i = 0; i <  QUEST_OBJECTIVES_COUNT; i++)
    {
        data << pQuest->ReqItemId[i];
        data << pQuest->ReqItemCount[i];
    }


    data << pQuest->GetReqCreatureOrGOcount();
    for (uint32 i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
    {
        data << uint32(pQuest->ReqCreatureOrGOId[i]);
        data << pQuest->ReqCreatureOrGOCount[i];
    }

    GetMenuSession()->SendPacket(&data);

    DEBUG_LOG("WORLD: Sent SMSG_QUESTGIVER_QUEST_DETAILS - for %s of %s, questid = %u", GetMenuSession()->GetPlayer()->GetGuidStr().c_str(), guid.GetString().c_str(), pQuest->GetQuestId());
}
Exemple #27
0
// send only static data in this packet!
void PlayerMenu::SendQuestQueryResponse( Quest const *pQuest )
{
    std::string Title, Details, Objectives, EndText, CompletedText;
    std::string PortraitGiverText, PortraitGiverName;
    std::string PortraitTurnInText, PortraitTurnInName;
    std::string ObjectiveText[QUEST_OBJECTIVES_COUNT];
    Title = pQuest->GetTitle();
    Details = pQuest->GetDetails();
    Objectives = pQuest->GetObjectives();
    EndText = pQuest->GetEndText();
    CompletedText = pQuest->GetCompletedText();
    PortraitGiverText = pQuest->GetPortraitGiverText();
    PortraitGiverName = pQuest->GetPortraitGiverName();
    PortraitTurnInText = pQuest->GetPortraitTurnInText();
    PortraitTurnInName = pQuest->GetPortraitTurnInName();

    for (int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
        ObjectiveText[i] = pQuest->ObjectiveText[i];

    int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
    if (loc_idx >= 0)
    {
        if (QuestLocale const *ql = sObjectMgr.GetQuestLocale(pQuest->GetQuestId()))
        {
            if (ql->Title.size() > (size_t)loc_idx && !ql->Title[loc_idx].empty())
                Title = ql->Title[loc_idx];
            if (ql->Details.size() > (size_t)loc_idx && !ql->Details[loc_idx].empty())
                Details = ql->Details[loc_idx];
            if (ql->Objectives.size() > (size_t)loc_idx && !ql->Objectives[loc_idx].empty())
                Objectives = ql->Objectives[loc_idx];
            if (ql->EndText.size() > (size_t)loc_idx && !ql->EndText[loc_idx].empty())
                EndText = ql->EndText[loc_idx];
            if (ql->CompletedText.size() > (size_t)loc_idx && !ql->CompletedText[loc_idx].empty())
                CompletedText = ql->CompletedText[loc_idx];

            for (int i = 0;i < QUEST_OBJECTIVES_COUNT; ++i)
                if (ql->ObjectiveText[i].size() > (size_t)loc_idx && !ql->ObjectiveText[i][loc_idx].empty())
                    ObjectiveText[i] = ql->ObjectiveText[i][loc_idx];
        }
    }

    WorldPacket data( SMSG_QUEST_CACHE, 100 );     // guess size

    data << uint32(pQuest->GetQuestId());                   // quest id
    data << uint32(pQuest->GetQuestMethod());               // Accepted values: 0, 1 or 2. 0==IsAutoComplete() (skip objectives/details)
    data << int32(pQuest->GetQuestLevel());                 // may be -1, static data, in other cases must be used dynamic level: Player::GetQuestLevelForPlayer (0 is not known, but assuming this is no longer valid for quest intended for client)
    data << uint32(pQuest->GetMinLevel());                  // min required level to obtain (added for 3.3). Assumed allowed (database) range is -1 to 255 (still using uint32, since negative value would not be of any known use for client)
    data << uint32(pQuest->GetZoneOrSort());                // zone or sort to display in quest log

    data << uint32(pQuest->GetType());                      // quest type
    data << uint32(pQuest->GetSuggestedPlayers());          // suggested players count

    data << uint32(pQuest->GetRepObjectiveFaction());       // shown in quest log as part of quest objective
    data << uint32(pQuest->GetRepObjectiveValue());         // shown in quest log as part of quest objective

    data << uint32(0);                                      // RequiredOpositeRepFaction
    data << uint32(0);                                      // RequiredOpositeRepValue, required faction value with another (oposite) faction (objective)

    data << uint32(pQuest->GetNextQuestInChain());          // client will request this quest from NPC, if not 0
    data << uint32(pQuest->GetRewXPId());                   // column index in QuestXP.dbc (row based on quest level)

    if (pQuest->HasQuestFlag(QUEST_FLAGS_HIDDEN_REWARDS))
        data << uint32(0);                                  // Hide money rewarded
    else
        data << uint32(pQuest->GetRewOrReqMoney());         // reward money (below max lvl)

    data << uint32(pQuest->GetRewMoneyMaxLevel());          // used in XP calculation at client
    data << uint32(pQuest->GetRewSpell());                  // reward spell, this spell will display (icon) (casted if RewSpellCast==0)
    data << uint32(pQuest->GetRewSpellCast());              // casted spell

    // rewarded honor points
    data << uint32(pQuest->GetRewHonorAddition());
    data << float(pQuest->GetRewHonorMultiplier());         // new reward honor (multiplied by ~62 at client side)

    data << uint32(pQuest->GetSrcItemId());                 // source item id
    data << uint32(pQuest->GetQuestFlags());                // quest flags

    data << uint32(0);                                      // 4.x.x

    data << uint32(pQuest->GetCharTitleId());               // CharTitleId, new 2.4.0, player gets this title (id from CharTitles)
    data << uint32(pQuest->GetPlayersSlain());              // players slain
    data << uint32(pQuest->GetBonusTalents());              // bonus talents
    data << uint32(0);                                      // bonus arena points
    data << uint32(0);                                      // rew rep show mask?

    data << uint32(0);                                      // 4.x.x
    data << uint32(0);                                      // 4.x.x
    data << uint32(pQuest->GetPortraitGiver()); 
    data << uint32(pQuest->GetPortraitTurnIn()); 

    int iI;

    if (pQuest->HasQuestFlag(QUEST_FLAGS_HIDDEN_REWARDS))
    {
        for (iI = 0; iI < QUEST_REWARDS_COUNT; ++iI)
            data << uint32(0) << uint32(0);
        for (iI = 0; iI < QUEST_REWARD_CHOICES_COUNT; ++iI)
            data << uint32(0) << uint32(0);
    }
    else
    {
        for (iI = 0; iI < QUEST_REWARDS_COUNT; ++iI)
        {
            data << uint32(pQuest->RewItemId[iI]);
            data << uint32(pQuest->RewItemCount[iI]);
        }
        for (iI = 0; iI < QUEST_REWARD_CHOICES_COUNT; ++iI)
        {
            data << uint32(pQuest->RewChoiceItemId[iI]);
            data << uint32(pQuest->RewChoiceItemCount[iI]);
        }
    }

    for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)        // reward factions ids
        data << uint32(pQuest->RewRepFaction[i]);

    for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)        // columnid in QuestFactionReward.dbc (if negative, from second row)
        data << int32(pQuest->RewRepValueId[i]);

    for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)        // reward reputation override. No bonus is expected given
        data << int32(0);
        //data << int32(pQuest->RewRepValue[i]);            // current field for store of rep value, can be reused to implement "override value"

    data << pQuest->GetPointMapId();
    data << pQuest->GetPointX();
    data << pQuest->GetPointY();
    data << pQuest->GetPointOpt();

    data << Title;
    data << Objectives;
    data << Details;
    data << EndText;
    data << CompletedText;                                  // display in quest objectives window once all objectives are completed

    for (iI = 0; iI < QUEST_OBJECTIVES_COUNT; ++iI)
    {
        if (pQuest->ReqCreatureOrGOId[iI] < 0)
        {
            // client expected gameobject template id in form (id|0x80000000)
            data << uint32((pQuest->ReqCreatureOrGOId[iI]*(-1))|0x80000000);
        }
        else
        {
            data << uint32(pQuest->ReqCreatureOrGOId[iI]);
        }
        data << uint32(pQuest->ReqCreatureOrGOCount[iI]);
        data << uint32(pQuest->ReqSourceId[iI]);
        data << uint32(pQuest->ReqSourceCount[iI]);
    }

    for (iI = 0; iI < QUEST_ITEM_OBJECTIVES_COUNT; ++iI)
    {
        data << uint32(pQuest->ReqItemId[iI]);
        data << uint32(pQuest->ReqItemCount[iI]);
    }

    data << uint32(pQuest->GetRequiredSpell());

    for (iI = 0; iI < QUEST_OBJECTIVES_COUNT; ++iI)
        data << ObjectiveText[iI];

    for(iI = 0; iI < QUEST_CURRENCY_REWARD_COUNT; ++iI)                               // 4.0.0 currency reward id and count
    {
        data << pQuest->CurrencyRewardId[iI];
        data << pQuest->CurrencyRewardCount[iI];
    }

    for(iI = 0; iI < QUEST_CURRENCY_REQUIRED_COUNT; ++iI)                               // 4.0.0 currency required id and count
    {
        data << pQuest->CurrencyRequiredId[iI];
        data << pQuest->CurrencyRequiredCount[iI];
    }

    data << PortraitGiverText;
    data << PortraitGiverName;
    data << PortraitTurnInText;
    data << PortraitTurnInName;

    data << uint32(pQuest->GetSoundAcceptId());
    data << uint32(pQuest->GetSoundTurnInId());

    GetMenuSession()->SendPacket( &data );

    DEBUG_LOG( "WORLD: Sent SMSG_QUEST_CACHE questid=%u", pQuest->GetQuestId() );
}
Exemple #28
0
void PlayerMenu::SendQuestGiverQuestDetails(Quest const* pQuest, ObjectGuid guid, bool ActivateAccept) const
{
    std::string Title      = pQuest->GetTitle();
    std::string Details    = pQuest->GetDetails();
    std::string Objectives = pQuest->GetObjectives();

    int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
    if (loc_idx >= 0)
    {
        if (QuestLocale const* ql = sObjectMgr.GetQuestLocale(pQuest->GetQuestId()))
        {
            if (ql->Title.size() > (size_t)loc_idx && !ql->Title[loc_idx].empty())
                Title = ql->Title[loc_idx];
            if (ql->Details.size() > (size_t)loc_idx && !ql->Details[loc_idx].empty())
                Details = ql->Details[loc_idx];
            if (ql->Objectives.size() > (size_t)loc_idx && !ql->Objectives[loc_idx].empty())
                Objectives = ql->Objectives[loc_idx];
        }
    }

    WorldPacket data(SMSG_QUESTGIVER_QUEST_DETAILS, 100);   // guess size
    data << guid;
    data << uint32(pQuest->GetQuestId());
    data << Title;
    data << Details;
    data << Objectives;
    data << uint32(ActivateAccept ? 1 : 0);                 // auto finish
    data << uint32(pQuest->GetSuggestedPlayers());

    if (pQuest->HasQuestFlag(QUEST_FLAGS_HIDDEN_REWARDS))
    {
        data << uint32(0);                                  // Rewarded chosen items hidden
        data << uint32(0);                                  // Rewarded items hidden
        data << uint32(0);                                  // Rewarded money hidden
    }
    else
    {
        ItemPrototype const* IProto;

        data << uint32(pQuest->GetRewChoiceItemsCount());

        for (uint32 i = 0; i < QUEST_REWARD_CHOICES_COUNT; ++i)
        {
            if (!pQuest->RewChoiceItemId[i])
                continue;

            data << uint32(pQuest->RewChoiceItemId[i]);
            data << uint32(pQuest->RewChoiceItemCount[i]);

            IProto = ObjectMgr::GetItemPrototype(pQuest->RewChoiceItemId[i]);

            if (IProto)
                data << uint32(IProto->DisplayInfoID);
            else
                data << uint32(0x00);
        }

        data << uint32(pQuest->GetRewItemsCount());

        for (uint32 i = 0; i < QUEST_REWARDS_COUNT; ++i)
        {
            if (!pQuest->RewItemId[i])
                continue;

            data << uint32(pQuest->RewItemId[i]);
            data << uint32(pQuest->RewItemCount[i]);

            IProto = ObjectMgr::GetItemPrototype(pQuest->RewItemId[i]);

            if (IProto)
                data << uint32(IProto->DisplayInfoID);
            else
                data << uint32(0);
        }

        data << uint32(pQuest->GetRewOrReqMoney());
    }

    // rewarded honor points. Multiply with 10 to satisfy client
    data << uint32(10 * MaNGOS::Honor::hk_honor_at_level(GetMenuSession()->GetPlayer()->getLevel(), pQuest->GetRewHonorableKills()));
    data << uint32(pQuest->GetRewSpell());                  // reward spell, this spell will display (icon) (casted if RewSpellCast==0)
    data << uint32(pQuest->GetRewSpellCast());              // casted spell
    data << uint32(pQuest->GetCharTitleBitIndex());         // CharTitle, new 2.4.0, player gets this title (bit index from CharTitles)

    data << uint32(QUEST_EMOTE_COUNT);

    for (uint32 i = 0; i < QUEST_EMOTE_COUNT; ++i)
    {
        data << uint32(pQuest->DetailsEmote[i]);
        data << uint32(pQuest->DetailsEmoteDelay[i]);       // DetailsEmoteDelay (in ms)
    }

    GetMenuSession()->SendPacket(data);

    DEBUG_LOG("WORLD: Sent SMSG_QUESTGIVER_QUEST_DETAILS - for %s of %s, questid = %u", GetMenuSession()->GetPlayer()->GetGuidStr().c_str(), guid.GetString().c_str(), pQuest->GetQuestId());
}
Exemple #29
0
void PlayerMenu::SendQuestGiverRequestItems(Quest const *pQuest, ObjectGuid npcGUID, bool Completable, bool CloseOnCancel)
{
    // We can always call to RequestItems, but this packet only goes out if there are actually
    // items.  Otherwise, we'll skip straight to the OfferReward

    std::string Title = pQuest->GetTitle();
    std::string RequestItemsText = pQuest->GetRequestItemsText();

    int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
    if (loc_idx >= 0)
    {
        if (QuestLocale const *ql = sObjectMgr.GetQuestLocale(pQuest->GetQuestId()))
        {
            if (ql->Title.size() > (size_t)loc_idx && !ql->Title[loc_idx].empty())
                Title = ql->Title[loc_idx];
            if (ql->RequestItemsText.size() > (size_t)loc_idx && !ql->RequestItemsText[loc_idx].empty())
                RequestItemsText = ql->RequestItemsText[loc_idx];
        }
    }

    if (!pQuest->GetReqItemsCount() && Completable)
    {
        SendQuestGiverOfferReward(pQuest, npcGUID, true);
        return;
    }

    WorldPacket data( SMSG_QUESTGIVER_REQUEST_ITEMS, 50 );  // guess size
    data << ObjectGuid(npcGUID);
    data << uint32(pQuest->GetQuestId());
    data << Title;
    data << RequestItemsText;

    data << uint32(0x00);                                   // emote delay

    if(Completable)
        data << pQuest->GetCompleteEmote();                 // emote id
    else
        data << pQuest->GetIncompleteEmote();

    // Close Window after cancel
    if (CloseOnCancel)
        data << uint32(0x01);                               // auto finish
    else
        data << uint32(0x00);

    data << uint32(pQuest->GetQuestFlags());                // 3.3.3 questFlags
    data << uint32(pQuest->GetSuggestedPlayers());          // SuggestedGroupNum

    // Required Money
    data << uint32(pQuest->GetRewOrReqMoney() < 0 ? -pQuest->GetRewOrReqMoney() : 0);

    data << uint32( pQuest->GetReqItemsCount() );
    ItemPrototype const *pItem;
    for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
    {
        if ( !pQuest->ReqItemId[i] )
            continue;
        pItem = ObjectMgr::GetItemPrototype(pQuest->ReqItemId[i]);
        data << uint32(pQuest->ReqItemId[i]);
        data << uint32(pQuest->ReqItemCount[i]);

        if ( pItem )
            data << uint32(pItem->DisplayInfoID);
        else
            data << uint32(0);
    }

    data << uint32(QUEST_EMOTE_COUNT);
    for (uint8 i = 0; i < QUEST_EMOTE_COUNT; ++i)
    {
        data << uint32(pQuest->DetailsEmote[i]);
        data << uint32(pQuest->DetailsEmoteDelay[i]);
    }

    if ( !Completable )                                     // Completable = flags1 && flags2 && flags3 && flags4
        data << uint32(0x00);                               // flags1
    else
        data << uint32(0x03);

    data << uint32(0x04);                                   // flags2
    data << uint32(0x08);                                   // flags3
    data << uint32(0x10);                                   // flags4
    data << uint32(0x20);                                   // flags5

    GetMenuSession()->SendPacket( &data );
    DEBUG_LOG("WORLD: Sent SMSG_QUESTGIVER_REQUEST_ITEMS NPCGuid = %s, questid = %u", npcGUID.GetString().c_str(), pQuest->GetQuestId());
}
Exemple #30
0
// send only static data in this packet!
void PlayerMenu::SendQuestQueryResponse(Quest const* pQuest) const
{
    std::string Title, Details, Objectives, EndText;
    std::string ObjectiveText[QUEST_OBJECTIVES_COUNT];
    Title = pQuest->GetTitle();
    Details = pQuest->GetDetails();
    Objectives = pQuest->GetObjectives();
    EndText = pQuest->GetEndText();

    for (int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
        ObjectiveText[i] = pQuest->ObjectiveText[i];

    int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
    if (loc_idx >= 0)
    {
        if (QuestLocale const* ql = sObjectMgr.GetQuestLocale(pQuest->GetQuestId()))
        {
            if (ql->Title.size() > (size_t)loc_idx && !ql->Title[loc_idx].empty())
                Title = ql->Title[loc_idx];
            if (ql->Details.size() > (size_t)loc_idx && !ql->Details[loc_idx].empty())
                Details = ql->Details[loc_idx];
            if (ql->Objectives.size() > (size_t)loc_idx && !ql->Objectives[loc_idx].empty())
                Objectives = ql->Objectives[loc_idx];
            if (ql->EndText.size() > (size_t)loc_idx && !ql->EndText[loc_idx].empty())
                EndText = ql->EndText[loc_idx];

            for (int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
                if (ql->ObjectiveText[i].size() > (size_t)loc_idx && !ql->ObjectiveText[i][loc_idx].empty())
                    ObjectiveText[i] = ql->ObjectiveText[i][loc_idx];
        }
    }

    WorldPacket data(SMSG_QUEST_QUERY_RESPONSE, 100);       // guess size

    data << uint32(pQuest->GetQuestId());                   // quest id
    data << uint32(pQuest->GetQuestMethod());               // Accepted values: 0, 1 or 2. 0==IsAutoComplete() (skip objectives/details)
    data << int32(pQuest->GetQuestLevel());                 // may be -1, static data, in other cases must be used dynamic level: Player::GetQuestLevelForPlayer (0 is not known, but assuming this is no longer valid for quest intended for client)
    data << uint32(pQuest->GetZoneOrSort());                // zone or sort to display in quest log

    data << uint32(pQuest->GetType());                      // quest type
    data << uint32(pQuest->GetSuggestedPlayers());          // suggested players count

    data << uint32(pQuest->GetRepObjectiveFaction());       // shown in quest log as part of quest objective
    data << uint32(pQuest->GetRepObjectiveValue());         // shown in quest log as part of quest objective

    data << uint32(0);                                      // RequiredOpositeRepFaction
    data << uint32(0);                                      // RequiredOpositeRepValue, required faction value with another (oposite) faction (objective)

    data << uint32(pQuest->GetNextQuestInChain());          // client will request this quest from NPC, if not 0

    if (pQuest->HasQuestFlag(QUEST_FLAGS_HIDDEN_REWARDS))
        data << uint32(0);                                  // Hide money rewarded
    else
        data << uint32(pQuest->GetRewOrReqMoney());         // reward money (below max lvl)

    data << uint32(pQuest->GetRewMoneyMaxLevel());          // used in XP calculation at client
    data << uint32(pQuest->GetRewSpell());                  // reward spell, this spell will display (icon) (casted if RewSpellCast==0)
    data << uint32(pQuest->GetRewSpellCast());              // casted spell

    // rewarded honor points
    data << uint32(MaNGOS::Honor::hk_honor_at_level(GetMenuSession()->GetPlayer()->getLevel(), pQuest->GetRewHonorableKills()));
    data << uint32(pQuest->GetSrcItemId());                 // source item id
    data << uint32(pQuest->GetQuestFlags());                // quest flags
    data << uint32(pQuest->GetCharTitleId());               // CharTitleId, new 2.4.0, player gets this title (id from CharTitles)

    int iI;

    if (pQuest->HasQuestFlag(QUEST_FLAGS_HIDDEN_REWARDS))
    {
        for (iI = 0; iI < QUEST_REWARDS_COUNT; ++iI)
            data << uint32(0) << uint32(0);
        for (iI = 0; iI < QUEST_REWARD_CHOICES_COUNT; ++iI)
            data << uint32(0) << uint32(0);
    }
    else
    {
        for (iI = 0; iI < QUEST_REWARDS_COUNT; ++iI)
        {
            data << uint32(pQuest->RewItemId[iI]);
            data << uint32(pQuest->RewItemCount[iI]);
        }
        for (iI = 0; iI < QUEST_REWARD_CHOICES_COUNT; ++iI)
        {
            data << uint32(pQuest->RewChoiceItemId[iI]);
            data << uint32(pQuest->RewChoiceItemCount[iI]);
        }
    }

    data << pQuest->GetPointMapId();
    data << pQuest->GetPointX();
    data << pQuest->GetPointY();
    data << pQuest->GetPointOpt();

    data << Title;
    data << Objectives;
    data << Details;
    data << EndText;

    for (iI = 0; iI < QUEST_OBJECTIVES_COUNT; ++iI)
    {
        if (pQuest->ReqCreatureOrGOId[iI] < 0)
        {
            // client expected gameobject template id in form (id|0x80000000)
            data << uint32((pQuest->ReqCreatureOrGOId[iI] * (-1)) | 0x80000000);
        }
        else
        {
            data << uint32(pQuest->ReqCreatureOrGOId[iI]);
        }
        data << uint32(pQuest->ReqCreatureOrGOCount[iI]);
        data << uint32(pQuest->ReqItemId[iI]);
        data << uint32(pQuest->ReqItemCount[iI]);
    }

    for (iI = 0; iI < QUEST_OBJECTIVES_COUNT; ++iI)
        data << ObjectiveText[iI];

    GetMenuSession()->SendPacket(data);

    DEBUG_LOG("WORLD: Sent SMSG_QUEST_QUERY_RESPONSE questid=%u", pQuest->GetQuestId());
}