/* * Copyright (C) 2008-2014 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . */ #include "QuestDef.h" #include "GossipDef.h" #include "ObjectMgr.h" #include "Opcodes.h" #include "WorldPacket.h" #include "WorldSession.h" #include "Formulas.h" GossipMenu::GossipMenu() { _menuId = 0; _locale = DEFAULT_LOCALE; } GossipMenu::~GossipMenu() { ClearMenu(); } void GossipMenu::AddMenuItem(int32 menuItemId, uint8 icon, std::string const& message, uint32 sender, uint32 action, std::string const& boxMessage, uint32 boxMoney, bool coded /*= false*/) { ASSERT(_menuItems.size() <= GOSSIP_MAX_MENU_ITEMS); // Find a free new id - script case if (menuItemId == -1) { menuItemId = 0; if (!_menuItems.empty()) { for (GossipMenuItemContainer::const_iterator itr = _menuItems.begin(); itr != _menuItems.end(); ++itr) { if (int32(itr->first) > menuItemId) break; menuItemId = itr->first + 1; } } } GossipMenuItem& menuItem = _menuItems[menuItemId]; menuItem.MenuItemIcon = icon; menuItem.Message = message; menuItem.IsCoded = coded; menuItem.Sender = sender; menuItem.OptionType = action; menuItem.BoxMessage = boxMessage; menuItem.BoxMoney = boxMoney; } /** * @name AddMenuItem * @brief Adds a localized gossip menu item from db by menu id and menu item id. * @param menuId Gossip menu id. * @param menuItemId Gossip menu item id. * @param sender Identifier of the current menu. * @param action Custom action given to OnGossipHello. */ void GossipMenu::AddMenuItem(uint32 menuId, uint32 menuItemId, uint32 sender, uint32 action) { /// Find items for given menu id. GossipMenuItemsMapBounds bounds = sObjectMgr->GetGossipMenuItemsMapBounds(menuId); /// Return if there are none. if (bounds.first == bounds.second) return; /// Iterate over each of them. for (GossipMenuItemsContainer::const_iterator itr = bounds.first; itr != bounds.second; ++itr) { /// Find the one with the given menu item id. if (itr->second.OptionIndex != menuItemId) continue; /// Store texts for localization. std::string strOptionText = itr->second.OptionText; std::string strBoxText = itr->second.BoxText; /// Check need of localization. if (GetLocale() > LOCALE_enUS) /// Find localizations from database. if (GossipMenuItemsLocale const* no = sObjectMgr->GetGossipMenuItemsLocale(MAKE_PAIR32(menuId, menuItemId))) { /// Translate texts if there are any. ObjectMgr::GetLocaleString(no->OptionText, GetLocale(), strOptionText); ObjectMgr::GetLocaleString(no->BoxText, GetLocale(), strBoxText); } /// Add menu item with existing method. Menu item id -1 is also used in ADD_GOSSIP_ITEM macro. AddMenuItem(-1, itr->second.OptionIcon, strOptionText, sender, action, strBoxText, itr->second.BoxMoney, itr->second.BoxCoded); } } void GossipMenu::AddGossipMenuItemData(uint32 menuItemId, uint32 gossipActionMenuId, uint32 gossipActionPoi) { GossipMenuItemData& itemData = _menuItemData[menuItemId]; itemData.GossipActionMenuId = gossipActionMenuId; itemData.GossipActionPoi = gossipActionPoi; } uint32 GossipMenu::GetMenuItemSender(uint32 menuItemId) const { GossipMenuItemContainer::const_iterator itr = _menuItems.find(menuItemId); if (itr == _menuItems.end()) return 0; return itr->second.Sender; } uint32 GossipMenu::GetMenuItemAction(uint32 menuItemId) const { GossipMenuItemContainer::const_iterator itr = _menuItems.find(menuItemId); if (itr == _menuItems.end()) return 0; return itr->second.OptionType; } bool GossipMenu::IsMenuItemCoded(uint32 menuItemId) const { GossipMenuItemContainer::const_iterator itr = _menuItems.find(menuItemId); if (itr == _menuItems.end()) return false; return itr->second.IsCoded; } void GossipMenu::ClearMenu() { _menuItems.clear(); _menuItemData.clear(); } PlayerMenu::PlayerMenu(WorldSession* session) : _session(session) { if (_session) _gossipMenu.SetLocale(_session->GetSessionDbLocaleIndex()); } PlayerMenu::~PlayerMenu() { ClearMenus(); } void PlayerMenu::ClearMenus() { _gossipMenu.ClearMenu(); _questMenu.ClearMenu(); } void PlayerMenu::SendGossipMenu(uint32 titleTextId, uint64 objectGUID) const { WorldPacket data(SMSG_GOSSIP_MESSAGE, 100); // guess size data << uint64(objectGUID); data << uint32(_gossipMenu.GetMenuId()); // new 2.4.0 data << uint32(titleTextId); data << uint32(_gossipMenu.GetMenuItemCount()); // max count 0x10 for (GossipMenuItemContainer::const_iterator itr = _gossipMenu.GetMenuItems().begin(); itr != _gossipMenu.GetMenuItems().end(); ++itr) { GossipMenuItem const& item = itr->second; data << uint32(itr->first); data << uint8(item.MenuItemIcon); data << uint8(item.IsCoded); // makes pop up box password data << uint32(item.BoxMoney); // money required to open menu, 2.0.3 data << item.Message; // text for gossip item data << item.BoxMessage; // accept text (related to money) pop up box, 2.0.3 } size_t count_pos = data.wpos(); data << uint32(0); // max count 0x20 uint32 count = 0; // Store this instead of checking the Singleton every loop iteration bool questLevelInTitle = sWorld->getBoolConfig(CONFIG_UI_QUESTLEVELS_IN_DIALOGS); for (uint8 i = 0; i < _questMenu.GetMenuItemCount(); ++i) { QuestMenuItem const& item = _questMenu.GetItem(i); uint32 questID = item.QuestId; if (Quest const* quest = sObjectMgr->GetQuestTemplate(questID)) { ++count; data << uint32(questID); data << uint32(item.QuestIcon); data << int32(quest->GetQuestLevel()); data << uint32(quest->GetFlags()); // 3.3.3 quest flags data << uint8(0); // 3.3.3 changes icon: blue question or yellow exclamation std::string title = quest->GetTitle(); int32 locale = _session->GetSessionDbLocaleIndex(); if (locale >= 0) if (QuestLocale const* localeData = sObjectMgr->GetQuestLocale(questID)) ObjectMgr::GetLocaleString(localeData->Title, locale, title); if (questLevelInTitle) AddQuestLevelToTitle(title, quest->GetQuestLevel()); data << title; // max 0x200 } } data.put(count_pos, count); _session->SendPacket(&data); } void PlayerMenu::SendCloseGossip() const { WorldPacket data(SMSG_GOSSIP_COMPLETE, 0); _session->SendPacket(&data); } void PlayerMenu::SendPointOfInterest(uint32 poiId) const { PointOfInterest const* poi = sObjectMgr->GetPointOfInterest(poiId); if (!poi) { TC_LOG_ERROR("sql.sql", "Request to send non-existing POI (Id: %u), ignored.", poiId); return; } std::string iconText = poi->icon_name; int32 locale = _session->GetSessionDbLocaleIndex(); if (locale >= 0) if (PointOfInterestLocale const* localeData = sObjectMgr->GetPointOfInterestLocale(poiId)) ObjectMgr::GetLocaleString(localeData->IconName, locale, iconText); 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 << iconText; _session->SendPacket(&data); } /*********************************************************/ /*** QUEST SYSTEM ***/ /*********************************************************/ QuestMenu::QuestMenu() { _questMenuItems.reserve(16); // can be set for max from most often sizes to speedup push_back and less memory use } QuestMenu::~QuestMenu() { ClearMenu(); } void QuestMenu::AddMenuItem(uint32 QuestId, uint8 Icon) { if (!sObjectMgr->GetQuestTemplate(QuestId)) return; ASSERT(_questMenuItems.size() <= GOSSIP_MAX_MENU_ITEMS); QuestMenuItem questMenuItem; questMenuItem.QuestId = QuestId; questMenuItem.QuestIcon = Icon; _questMenuItems.push_back(questMenuItem); } bool QuestMenu::HasItem(uint32 questId) const { for (QuestMenuItemList::const_iterator i = _questMenuItems.begin(); i != _questMenuItems.end(); ++i) if (i->QuestId == questId) return true; return false; } void QuestMenu::ClearMenu() { _questMenuItems.clear(); } void PlayerMenu::SendQuestGiverQuestList(QEmote const& 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 (0); uint32 count = 0; // Store this instead of checking the Singleton every loop iteration bool questLevelInTitle = sWorld->getBoolConfig(CONFIG_UI_QUESTLEVELS_IN_DIALOGS); for (uint32 i = 0; i < _questMenu.GetMenuItemCount(); ++i) { QuestMenuItem const& qmi = _questMenu.GetItem(i); uint32 questID = qmi.QuestId; if (Quest const* quest = sObjectMgr->GetQuestTemplate(questID)) { ++count; std::string title = quest->GetTitle(); int32 locale = _session->GetSessionDbLocaleIndex(); if (locale >= 0) if (QuestLocale const* localeData = sObjectMgr->GetQuestLocale(questID)) ObjectMgr::GetLocaleString(localeData->Title, locale, title); if (questLevelInTitle) AddQuestLevelToTitle(title, quest->GetQuestLevel()); data << uint32(questID); data << uint32(qmi.QuestIcon); data << int32(quest->GetQuestLevel()); data << uint32(quest->GetFlags()); // 3.3.3 quest flags data << uint8(0); // 3.3.3 changes icon: blue question or yellow exclamation data << title; } } data.put(count_pos, count); _session->SendPacket(&data); TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTGIVER_QUEST_LIST NPC Guid=%u", GUID_LOPART(npcGUID)); } void PlayerMenu::SendQuestGiverStatus(uint32 questStatus, uint64 npcGUID) const { WorldPacket data(SMSG_QUESTGIVER_STATUS, 8 + 4); data << uint64(npcGUID); data << uint32(questStatus); _session->SendPacket(&data); TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTGIVER_STATUS NPC Guid=%u, status=%u", GUID_LOPART(npcGUID), questStatus); } void PlayerMenu::SendQuestGiverQuestDetails(Quest const* quest, uint64 npcGUID, bool activateAccept) const { std::string questTitle = quest->GetTitle(); std::string questDetails = quest->GetDetails(); std::string questObjectives = quest->GetObjectives(); std::string questEndText = quest->GetEndText(); std::string questGiverTextWindow = quest->GetQuestGiverTextWindow(); std::string questGiverTargetName = quest->GetQuestGiverTargetName(); std::string questTurnTextWindow = quest->GetQuestTurnTextWindow(); std::string questTurnTargetName = quest->GetQuestTurnTargetName(); int32 locale = _session->GetSessionDbLocaleIndex(); if (locale >= 0) { if (QuestLocale const* localeData = sObjectMgr->GetQuestLocale(quest->GetQuestId())) { ObjectMgr::GetLocaleString(localeData->Title, locale, questTitle); ObjectMgr::GetLocaleString(localeData->Details, locale, questDetails); ObjectMgr::GetLocaleString(localeData->Objectives, locale, questObjectives); ObjectMgr::GetLocaleString(localeData->EndText, locale, questEndText); ObjectMgr::GetLocaleString(localeData->QuestGiverTextWindow, locale, questGiverTextWindow); ObjectMgr::GetLocaleString(localeData->QuestGiverTargetName, locale, questGiverTargetName); ObjectMgr::GetLocaleString(localeData->QuestTurnTextWindow, locale, questTurnTextWindow); ObjectMgr::GetLocaleString(localeData->QuestTurnTargetName, locale, questTurnTargetName); } } if (sWorld->getBoolConfig(CONFIG_UI_QUESTLEVELS_IN_DIALOGS)) AddQuestLevelToTitle(questTitle, quest->GetQuestLevel()); WorldPacket data(SMSG_QUESTGIVER_QUEST_DETAILS, 100); // guess size data << uint64(npcGUID); data << uint64(_session->GetPlayer()->GetDivider()); data << uint32(quest->GetQuestId()); data << questTitle; data << questDetails; data << questObjectives; data << questGiverTextWindow; // 4.x data << questGiverTargetName; // 4.x data << questTurnTextWindow; // 4.x data << questTurnTargetName; // 4.x data << uint32(quest->GetQuestGiverPortrait()); // 4.x data << uint32(quest->GetQuestTurnInPortrait()); // 4.x data << uint8(activateAccept ? 1 : 0); // auto finish data << uint32(quest->GetFlags()); // 3.3.3 questFlags data << uint32(quest->GetSuggestedPlayers()); data << uint8(0); // IsFinished? value is sent back to server in quest accept packet data << uint8(0); // 4.x FIXME: Starts at AreaTrigger data << uint32(quest->GetRequiredSpell()); // 4.x quest->BuildExtraQuestInfo(data, _session->GetPlayer()); data << uint32(QUEST_EMOTE_COUNT); for (uint8 i = 0; i < QUEST_EMOTE_COUNT; ++i) { data << uint32(quest->DetailsEmote[i]); data << uint32(quest->DetailsEmoteDelay[i]); // DetailsEmoteDelay (in ms) } _session->SendPacket(&data); TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTGIVER_QUEST_DETAILS NPCGuid=%u, questid=%u", GUID_LOPART(npcGUID), quest->GetQuestId()); } void PlayerMenu::SendQuestQueryResponse(Quest const* quest) const { std::string questTitle = quest->GetTitle(); std::string questDetails = quest->GetDetails(); std::string questObjectives = quest->GetObjectives(); std::string questEndText = quest->GetEndText(); std::string questCompletedText = quest->GetCompletedText(); std::string questGiverTextWindow = quest->GetQuestGiverTextWindow(); std::string questGiverTargetName = quest->GetQuestGiverTargetName(); std::string questTurnTextWindow = quest->GetQuestTurnTextWindow(); std::string questTurnTargetName = quest->GetQuestTurnTargetName(); std::string questObjectiveText[QUEST_OBJECTIVES_COUNT]; for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i) questObjectiveText[i] = quest->ObjectiveText[i]; int32 locale = _session->GetSessionDbLocaleIndex(); if (locale >= 0) { if (QuestLocale const* localeData = sObjectMgr->GetQuestLocale(quest->GetQuestId())) { ObjectMgr::GetLocaleString(localeData->Title, locale, questTitle); ObjectMgr::GetLocaleString(localeData->Details, locale, questDetails); ObjectMgr::GetLocaleString(localeData->Objectives, locale, questObjectives); ObjectMgr::GetLocaleString(localeData->EndText, locale, questEndText); ObjectMgr::GetLocaleString(localeData->CompletedText, locale, questCompletedText); ObjectMgr::GetLocaleString(localeData->QuestGiverTextWindow, locale, questGiverTextWindow); ObjectMgr::GetLocaleString(localeData->QuestGiverTargetName, locale, questGiverTargetName); ObjectMgr::GetLocaleString(localeData->QuestTurnTextWindow, locale, questTurnTextWindow); ObjectMgr::GetLocaleString(localeData->QuestTurnTargetName, locale, questTurnTargetName); for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i) ObjectMgr::GetLocaleString(localeData->ObjectiveText[i], locale, questObjectiveText[i]); } } WorldPacket data(SMSG_QUEST_QUERY_RESPONSE, 100); // guess size data << uint32(quest->GetQuestId()); // quest id data << uint32(quest->GetQuestMethod()); // Accepted values: 0, 1 or 2. 0 == IsAutoComplete() (skip objectives/details) data << uint32(quest->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(quest->GetMinLevel()); // min level data << uint32(quest->GetZoneOrSort()); // zone or sort to display in quest log data << uint32(quest->GetType()); // quest type data << uint32(quest->GetSuggestedPlayers()); // suggested players count data << uint32(quest->GetRepObjectiveFaction()); // shown in quest log as part of quest objective data << uint32(quest->GetRepObjectiveValue()); // shown in quest log as part of quest objective data << uint32(quest->GetRepObjectiveFaction2()); // shown in quest log as part of quest objective OPPOSITE faction data << uint32(quest->GetRepObjectiveValue2()); // shown in quest log as part of quest objective OPPOSITE faction data << uint32(quest->GetNextQuestInChain()); // client will request this quest from NPC, if not 0 data << uint32(quest->GetXPId()); // used for calculating rewarded experience if (quest->HasFlag(QUEST_FLAGS_HIDDEN_REWARDS)) data << uint32(0); // Hide money rewarded else data << uint32(quest->GetRewOrReqMoney()); // reward money (below max lvl) data << uint32(quest->GetRewMoneyMaxLevel()); // used in XP calculation at client data << uint32(quest->GetRewSpell()); // reward spell, this spell will display (icon) (cast if RewSpellCast == 0) data << int32(quest->GetRewSpellCast()); // cast spell // rewarded honor points data << uint32(quest->GetRewHonorAddition()); data << float(quest->GetRewHonorMultiplier()); data << uint32(quest->GetSrcItemId()); // source item id data << uint32(quest->GetFlags() & 0xFFFF); // quest flags data << uint32(quest->GetMinimapTargetMark()); // minimap target mark (skull, etc. missing enum) data << uint32(quest->GetCharTitleId()); // CharTitleId, new 2.4.0, player gets this title (id from CharTitles) data << uint32(quest->GetPlayersSlain()); // players slain data << uint32(quest->GetBonusTalents()); // bonus talents data << uint32(quest->GetRewArenaPoints()); // bonus arena points FIXME: arena points were removed, right? data << uint32(quest->GetRewardSkillId()); // reward skill id data << uint32(quest->GetRewardSkillPoints()); // reward skill points data << uint32(quest->GetRewardReputationMask()); // rep mask (unsure on what it does) data << uint32(quest->GetQuestGiverPortrait()); // quest giver entry ? data << uint32(quest->GetQuestTurnInPortrait()); // quest turnin entry ? if (quest->HasFlag(QUEST_FLAGS_HIDDEN_REWARDS)) { for (uint8 i = 0; i < QUEST_REWARDS_COUNT; ++i) data << uint32(0) << uint32(0); for (uint8 i = 0; i < QUEST_REWARD_CHOICES_COUNT; ++i) data << uint32(0) << uint32(0); } else { for (uint8 i = 0; i < QUEST_REWARDS_COUNT; ++i) { data << uint32(quest->RewardItemId[i]); data << uint32(quest->RewardItemIdCount[i]); } for (uint8 i = 0; i < QUEST_REWARD_CHOICES_COUNT; ++i) { data << uint32(quest->RewardChoiceItemId[i]); data << uint32(quest->RewardChoiceItemCount[i]); } } for (uint8 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i) // reward factions ids data << uint32(quest->RewardFactionId[i]); for (uint8 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i) // columnid+1 QuestFactionReward.dbc? data << int32(quest->RewardFactionValueId[i]); for (uint8 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i) // unknown usage data << int32(quest->RewardFactionValueIdOverride[i]); data << uint32(quest->GetPointMapId()); data << float(quest->GetPointX()); data << float(quest->GetPointY()); data << uint32(quest->GetPointOpt()); if (sWorld->getBoolConfig(CONFIG_UI_QUESTLEVELS_IN_DIALOGS)) AddQuestLevelToTitle(questTitle, quest->GetQuestLevel()); data << questTitle; data << questObjectives; data << questDetails; data << questEndText; data << questCompletedText; for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i) { if (quest->RequiredNpcOrGo[i] < 0) data << uint32((quest->RequiredNpcOrGo[i] * (-1)) | 0x80000000); // client expects gameobject template id in form (id|0x80000000) else data << uint32(quest->RequiredNpcOrGo[i]); data << uint32(quest->RequiredNpcOrGoCount[i]); data << uint32(quest->RequiredSourceItemId[i]); data << uint32(quest->RequiredSourceItemCount[i]); } for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) { data << uint32(quest->RequiredItemId[i]); data << uint32(quest->RequiredItemCount[i]); } data << uint32(quest->GetRequiredSpell()); // Is it required to be cast, learned or what? for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i) data << questObjectiveText[i]; for (uint32 i = 0; i < QUEST_REWARD_CURRENCY_COUNT; ++i) { data << uint32(quest->RewardCurrencyId[i]); data << uint32(quest->RewardCurrencyCount[i]); } for (uint32 i = 0; i < QUEST_REQUIRED_CURRENCY_COUNT; ++i) { data << uint32(quest->RequiredCurrencyId[i]); data << uint32(quest->RequiredCurrencyCount[i]); } data << questGiverTextWindow; data << questGiverTargetName; data << questTurnTextWindow; data << questTurnTargetName; data << uint32(quest->GetSoundAccept()); data << uint32(quest->GetSoundTurnIn()); _session->SendPacket(&data); TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUEST_QUERY_RESPONSE questid=%u", quest->GetQuestId()); } void PlayerMenu::SendQuestGiverOfferReward(Quest const* quest, uint64 npcGUID, bool enableNext) const { std::string questTitle = quest->GetTitle(); std::string questOfferRewardText = quest->GetOfferRewardText(); std::string questGiverTextWindow = quest->GetQuestGiverTextWindow(); std::string questGiverTargetName = quest->GetQuestGiverTargetName(); std::string questTurnTextWindow = quest->GetQuestTurnTextWindow(); std::string questTurnTargetName = quest->GetQuestTurnTargetName(); int32 locale = _session->GetSessionDbLocaleIndex(); if (locale >= 0) { if (QuestLocale const* localeData = sObjectMgr->GetQuestLocale(quest->GetQuestId())) { ObjectMgr::GetLocaleString(localeData->Title, locale, questTitle); ObjectMgr::GetLocaleString(localeData->OfferRewardText, locale, questOfferRewardText); ObjectMgr::GetLocaleString(localeData->QuestGiverTextWindow, locale, questGiverTextWindow); ObjectMgr::GetLocaleString(localeData->QuestGiverTargetName, locale, questGiverTargetName); ObjectMgr::GetLocaleString(localeData->QuestTurnTextWindow, locale, questTurnTextWindow); ObjectMgr::GetLocaleString(localeData->QuestTurnTargetName, locale, questTurnTargetName); } } if (sWorld->getBoolConfig(CONFIG_UI_QUESTLEVELS_IN_DIALOGS)) AddQuestLevelToTitle(questTitle, quest->GetQuestLevel()); WorldPacket data(SMSG_QUESTGIVER_OFFER_REWARD, 50); // guess size data << uint64(npcGUID); data << uint32(quest->GetQuestId()); data << questTitle; data << questOfferRewardText; data << questGiverTextWindow; data << questGiverTargetName; data << questTurnTextWindow; data << questTurnTargetName; data << uint32(quest->GetQuestGiverPortrait()); data << uint32(quest->GetQuestTurnInPortrait()); data << uint8(enableNext ? 1 : 0); // Auto Finish data << uint32(quest->GetFlags()); // 3.3.3 questFlags data << uint32(quest->GetSuggestedPlayers()); // SuggestedGroupNum uint32 emoteCount = 0; for (uint8 i = 0; i < QUEST_EMOTE_COUNT; ++i) { if (quest->OfferRewardEmote[i] <= 0) break; ++emoteCount; } data << emoteCount; // Emote Count for (uint8 i = 0; i < emoteCount; ++i) { data << uint32(quest->OfferRewardEmoteDelay[i]); // Delay Emote data << uint32(quest->OfferRewardEmote[i]); } quest->BuildExtraQuestInfo(data, _session->GetPlayer()); _session->SendPacket(&data); TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTGIVER_OFFER_REWARD NPCGuid=%u, questid=%u", GUID_LOPART(npcGUID), quest->GetQuestId()); } void PlayerMenu::SendQuestGiverRequestItems(Quest const* quest, uint64 npcGUID, bool canComplete, bool closeOnCancel) const { // 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 questTitle = quest->GetTitle(); std::string requestItemsText = quest->GetRequestItemsText(); int32 locale = _session->GetSessionDbLocaleIndex(); if (locale >= 0) { if (QuestLocale const* localeData = sObjectMgr->GetQuestLocale(quest->GetQuestId())) { ObjectMgr::GetLocaleString(localeData->Title, locale, questTitle); ObjectMgr::GetLocaleString(localeData->RequestItemsText, locale, requestItemsText); } } if (!quest->GetReqItemsCount() && canComplete) { SendQuestGiverOfferReward(quest, npcGUID, true); return; } if (sWorld->getBoolConfig(CONFIG_UI_QUESTLEVELS_IN_DIALOGS)) AddQuestLevelToTitle(questTitle, quest->GetQuestLevel()); WorldPacket data(SMSG_QUESTGIVER_REQUEST_ITEMS, 50); // guess size data << uint64(npcGUID); data << uint32(quest->GetQuestId()); data << questTitle; data << requestItemsText; data << uint32(0); // unknown if (canComplete) data << quest->GetCompleteEmote(); else data << quest->GetIncompleteEmote(); // Close Window after cancel data << uint32(closeOnCancel); data << uint32(quest->GetFlags()); // 3.3.3 questFlags data << uint32(quest->GetSuggestedPlayers()); // SuggestedGroupNum // Required Money data << uint32(quest->GetRewOrReqMoney() < 0 ? -quest->GetRewOrReqMoney() : 0); data << uint32(quest->GetReqItemsCount()); for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) { if (!quest->RequiredItemId[i]) continue; data << uint32(quest->RequiredItemId[i]); data << uint32(quest->RequiredItemCount[i]); if (ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(quest->RequiredItemId[i])) data << uint32(itemTemplate->DisplayInfoID); else data << uint32(0); } data << uint32(quest->GetReqCurrencyCount()); for (int i = 0; i < QUEST_REQUIRED_CURRENCY_COUNT; ++i) { if (!quest->RequiredCurrencyId[i]) continue; data << uint32(quest->RequiredCurrencyId[i]); data << uint32(quest->RequiredCurrencyCount[i]); } if (!canComplete) // Experimental; there are 6 similar flags, if any of them data << uint32(0x00); // of them is 0 player can't complete quest (still unknown meaning) else data << uint32(0x02); data << uint32(0x04); data << uint32(0x08); data << uint32(0x10); data << uint32(0x40); _session->SendPacket(&data); TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTGIVER_REQUEST_ITEMS NPCGuid=%u, questid=%u", GUID_LOPART(npcGUID), quest->GetQuestId()); } void PlayerMenu::AddQuestLevelToTitle(std::string &title, int32 level) { // Adds the quest level to the front of the quest title // example: [13] Westfall Stew std::stringstream questTitlePretty; questTitlePretty << "[" << level << "] " << title; title = questTitlePretty.str(); }