示例#1
0
void WorldSession::HandleQuestQueryOpcode(WorldPacket & recv_data)
{

	CHECK_INWORLD_RETURN

	LOG_DEBUG("WORLD: Received CMSG_QUEST_QUERY");

	uint32 quest_id;

	recv_data >> quest_id;

	Quest* qst = QuestStorage.LookupEntry(quest_id);

	if(!qst)
	{
		LOG_DEBUG("WORLD: Invalid quest ID.");
		return;
	}

	WorldPacket* pkt = BuildQuestQueryResponse(qst);
	SendPacket(pkt);
	delete pkt;

	LOG_DEBUG("WORLD: Sent SMSG_QUEST_QUERY_RESPONSE.");
}
示例#2
0
void WorldSession::HandleQuestQueryOpcode( WorldPacket & recv_data )
{
    sLog.outDebug( "WORLD: Recieved CMSG_QUEST_QUERY" );

    uint32 quest_id;

    recv_data >> quest_id;

    Quest *qst = sQuestMgr.FindQuest(quest_id);

    if (!qst)
    {
        sLog.outDebug("WORLD: Invalid quest ID.");
        return;
    }

    WorldPacket *pkt = BuildQuestQueryResponse(qst);
    SendPacket(pkt);
    delete pkt;

    sLog.outDebug( "WORLD: Sent SMSG_QUEST_QUERY_RESPONSE." );
}
示例#3
0
void WorldSession::HandleQuestQueryOpcode( WorldPacket & recv_data )
{
    if(!_player) return;
	if(!_player->IsInWorld()) return;
	sLog.outDebug( "WORLD: Received CMSG_QUEST_QUERY" );

	uint32 quest_id;

	recv_data >> quest_id;

	Quest *qst = QuestStorage.LookupEntry(quest_id);

	if (!qst)
	{
		sLog.outDebug("WORLD: Invalid quest ID.");
		return;
	}

	WorldPacket *pkt = BuildQuestQueryResponse(qst);
	SendPacket(pkt);
	delete pkt;

	sLog.outDebug( "WORLD: Sent SMSG_QUEST_QUERY_RESPONSE." );
}