mirror of
https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-21 23:38:54 -04:00
620 lines
24 KiB
C++
620 lines
24 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "GossipDef.h"
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#include "Creature.h"
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#include "DB2Stores.h"
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#include "Log.h"
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#include "NPCPackets.h"
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#include "ObjectAccessor.h"
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#include "ObjectMgr.h"
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#include "Player.h"
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#include "QuestDef.h"
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#include "QuestPackets.h"
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#include "SpellInfo.h"
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#include "SpellMgr.h"
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#include "Util.h"
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#include "World.h"
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#include "WorldSession.h"
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GossipMenu::GossipMenu()
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{
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_menuId = 0;
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_locale = DEFAULT_LOCALE;
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}
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GossipMenu::~GossipMenu()
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{
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ClearMenu();
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}
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uint32 GossipMenu::AddMenuItem(int32 optionIndex, GossipOptionIcon icon, std::string const& message, uint32 sender, uint32 action, std::string const& boxMessage, uint32 boxMoney, bool coded /*= false*/)
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{
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ASSERT(_menuItems.size() <= GOSSIP_MAX_MENU_ITEMS);
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// Find a free new id - script case
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if (optionIndex == -1)
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{
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optionIndex = 0;
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if (!_menuItems.empty())
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{
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for (GossipMenuItemContainer::const_iterator itr = _menuItems.begin(); itr != _menuItems.end(); ++itr)
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{
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if (int32(itr->first) > optionIndex)
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break;
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optionIndex = itr->first + 1;
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}
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}
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}
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GossipMenuItem& menuItem = _menuItems[optionIndex];
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menuItem.MenuItemIcon = icon;
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menuItem.Message = message;
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menuItem.IsCoded = coded;
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menuItem.Sender = sender;
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menuItem.OptionType = action;
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menuItem.BoxMessage = boxMessage;
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menuItem.BoxMoney = boxMoney;
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return optionIndex;
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}
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/**
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* @name AddMenuItem
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* @brief Adds a localized gossip menu item from db by menu id and menu item id.
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* @param menuId Gossip menu id.
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* @param optionIndex Gossip menu item index.
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* @param sender Identifier of the current menu.
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* @param action Custom action given to OnGossipHello.
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*/
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void GossipMenu::AddMenuItem(uint32 menuId, uint32 optionIndex, uint32 sender, uint32 action)
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{
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/// Find items for given menu id.
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GossipMenuItemsMapBounds bounds = sObjectMgr->GetGossipMenuItemsMapBounds(menuId);
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/// Return if there are none.
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if (bounds.first == bounds.second)
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return;
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/// Iterate over each of them.
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for (GossipMenuItemsContainer::const_iterator itr = bounds.first; itr != bounds.second; ++itr)
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{
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/// Find the one with the given menu item id.
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if (itr->second.OptionIndex != optionIndex)
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continue;
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/// Store texts for localization.
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std::string strOptionText, strBoxText;
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BroadcastTextEntry const* optionBroadcastText = sBroadcastTextStore.LookupEntry(itr->second.OptionBroadcastTextId);
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BroadcastTextEntry const* boxBroadcastText = sBroadcastTextStore.LookupEntry(itr->second.BoxBroadcastTextId);
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/// OptionText
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if (optionBroadcastText)
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strOptionText = DB2Manager::GetBroadcastTextValue(optionBroadcastText, GetLocale());
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else
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strOptionText = itr->second.OptionText;
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/// BoxText
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if (boxBroadcastText)
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strBoxText = DB2Manager::GetBroadcastTextValue(boxBroadcastText, GetLocale());
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else
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strBoxText = itr->second.BoxText;
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/// Check need of localization.
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if (GetLocale() != DEFAULT_LOCALE)
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{
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if (!optionBroadcastText)
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{
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/// Find localizations from database.
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if (GossipMenuItemsLocale const* gossipMenuLocale = sObjectMgr->GetGossipMenuItemsLocale(menuId, optionIndex))
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ObjectMgr::GetLocaleString(gossipMenuLocale->OptionText, GetLocale(), strOptionText);
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}
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if (!boxBroadcastText)
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{
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/// Find localizations from database.
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if (GossipMenuItemsLocale const* gossipMenuLocale = sObjectMgr->GetGossipMenuItemsLocale(menuId, optionIndex))
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ObjectMgr::GetLocaleString(gossipMenuLocale->BoxText, GetLocale(), strBoxText);
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}
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}
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/// Add menu item with existing method. Menu item id -1 is also used in ADD_GOSSIP_ITEM macro.
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uint32 newOptionIndex = AddMenuItem(-1, itr->second.OptionIcon, strOptionText, sender, action, strBoxText, itr->second.BoxMoney, itr->second.BoxCoded);
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AddGossipMenuItemData(newOptionIndex, itr->second.ActionMenuId, itr->second.ActionPoiId);
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}
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}
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void GossipMenu::AddGossipMenuItemData(uint32 optionIndex, uint32 gossipActionMenuId, uint32 gossipActionPoi)
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{
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GossipMenuItemData& itemData = _menuItemData[optionIndex];
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itemData.GossipActionMenuId = gossipActionMenuId;
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itemData.GossipActionPoi = gossipActionPoi;
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}
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uint32 GossipMenu::GetMenuItemSender(uint32 menuItemId) const
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{
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GossipMenuItemContainer::const_iterator itr = _menuItems.find(menuItemId);
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if (itr == _menuItems.end())
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return 0;
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return itr->second.Sender;
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}
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uint32 GossipMenu::GetMenuItemAction(uint32 menuItemId) const
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{
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GossipMenuItemContainer::const_iterator itr = _menuItems.find(menuItemId);
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if (itr == _menuItems.end())
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return 0;
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return itr->second.OptionType;
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}
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bool GossipMenu::IsMenuItemCoded(uint32 menuItemId) const
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{
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GossipMenuItemContainer::const_iterator itr = _menuItems.find(menuItemId);
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if (itr == _menuItems.end())
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return false;
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return itr->second.IsCoded;
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}
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bool GossipMenu::HasMenuItemType(uint32 optionType) const
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{
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for (auto const& menuItemPair : _menuItems)
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if (menuItemPair.second.OptionType == optionType)
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return true;
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return false;
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}
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void GossipMenu::ClearMenu()
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{
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_menuItems.clear();
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_menuItemData.clear();
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}
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PlayerMenu::PlayerMenu(WorldSession* session) : _session(session)
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{
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if (_session)
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_gossipMenu.SetLocale(_session->GetSessionDbLocaleIndex());
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}
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PlayerMenu::~PlayerMenu()
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{
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ClearMenus();
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}
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void PlayerMenu::ClearMenus()
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{
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_gossipMenu.ClearMenu();
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_questMenu.ClearMenu();
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}
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void PlayerMenu::SendGossipMenu(uint32 titleTextId, ObjectGuid objectGUID)
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{
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_interactionData.Reset();
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_interactionData.SourceGuid = objectGUID;
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WorldPackets::NPC::GossipMessage packet;
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packet.GossipGUID = objectGUID;
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packet.GossipID = _gossipMenu.GetMenuId();
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packet.TextID = titleTextId;
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packet.GossipOptions.resize(_gossipMenu.GetMenuItems().size());
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uint32 count = 0;
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for (GossipMenuItemContainer::const_iterator itr = _gossipMenu.GetMenuItems().begin(); itr != _gossipMenu.GetMenuItems().end(); ++itr)
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{
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WorldPackets::NPC::ClientGossipOptions& opt = packet.GossipOptions[count];
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GossipMenuItem const& item = itr->second;
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opt.ClientOption = itr->first;
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opt.OptionNPC = item.MenuItemIcon;
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opt.OptionFlags = item.IsCoded; // makes pop up box password
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opt.OptionCost = item.BoxMoney; // money required to open menu, 2.0.3
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opt.Text = item.Message; // text for gossip item
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opt.Confirm = item.BoxMessage; // accept text (related to money) pop up box, 2.0.3
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opt.Status = GossipOptionStatus::Available;
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++count;
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}
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packet.GossipText.resize(_questMenu.GetMenuItemCount());
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count = 0;
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for (uint8 i = 0; i < _questMenu.GetMenuItemCount(); ++i)
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{
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QuestMenuItem const& item = _questMenu.GetItem(i);
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uint32 questID = item.QuestId;
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if (Quest const* quest = sObjectMgr->GetQuestTemplate(questID))
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{
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WorldPackets::NPC::ClientGossipText& text = packet.GossipText[count];
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text.QuestID = questID;
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text.ContentTuningID = quest->GetContentTuningId();
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text.QuestType = item.QuestIcon;
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text.QuestFlags[0] = quest->GetFlags();
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text.QuestFlags[1] = quest->GetFlagsEx();
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text.Repeatable = quest->IsAutoComplete() && quest->IsRepeatable() && !quest->IsDailyOrWeekly() && !quest->IsMonthly();
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text.QuestTitle = quest->GetLogTitle();
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LocaleConstant localeConstant = _session->GetSessionDbLocaleIndex();
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if (localeConstant != LOCALE_enUS)
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if (QuestTemplateLocale const* localeData = sObjectMgr->GetQuestLocale(questID))
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ObjectMgr::GetLocaleString(localeData->LogTitle, localeConstant, text.QuestTitle);
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++count;
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}
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}
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// Shrink to the real size
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packet.GossipText.resize(count);
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_session->SendPacket(packet.Write());
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}
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void PlayerMenu::SendCloseGossip()
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{
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_interactionData.Reset();
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WorldPackets::NPC::GossipComplete packet;
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_session->SendPacket(packet.Write());
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}
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void PlayerMenu::SendPointOfInterest(uint32 id) const
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{
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PointOfInterest const* pointOfInterest = sObjectMgr->GetPointOfInterest(id);
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if (!pointOfInterest)
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{
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TC_LOG_ERROR("sql.sql", "Request to send non-existing PointOfInterest (Id: %u), ignored.", id);
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return;
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}
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WorldPackets::NPC::GossipPOI packet;
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packet.ID = pointOfInterest->ID;
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packet.Name = pointOfInterest->Name;
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LocaleConstant localeConstant = _session->GetSessionDbLocaleIndex();
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if (localeConstant != LOCALE_enUS)
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if (PointOfInterestLocale const* localeData = sObjectMgr->GetPointOfInterestLocale(id))
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ObjectMgr::GetLocaleString(localeData->Name, localeConstant, packet.Name);
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packet.Flags = pointOfInterest->Flags;
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packet.Pos = pointOfInterest->Pos;
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packet.Icon = pointOfInterest->Icon;
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packet.Importance = pointOfInterest->Importance;
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packet.Unknown905 = pointOfInterest->Unknown905;
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_session->SendPacket(packet.Write());
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}
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/*********************************************************/
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/*** QUEST SYSTEM ***/
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/*********************************************************/
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QuestMenu::QuestMenu()
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{
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_questMenuItems.reserve(16); // can be set for max from most often sizes to speedup push_back and less memory use
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}
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QuestMenu::~QuestMenu()
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{
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ClearMenu();
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}
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void QuestMenu::AddMenuItem(uint32 QuestId, uint8 Icon)
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{
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if (!sObjectMgr->GetQuestTemplate(QuestId))
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return;
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ASSERT(_questMenuItems.size() <= GOSSIP_MAX_MENU_ITEMS);
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QuestMenuItem questMenuItem;
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questMenuItem.QuestId = QuestId;
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questMenuItem.QuestIcon = Icon;
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_questMenuItems.push_back(questMenuItem);
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}
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bool QuestMenu::HasItem(uint32 questId) const
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{
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for (QuestMenuItemList::const_iterator i = _questMenuItems.begin(); i != _questMenuItems.end(); ++i)
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if (i->QuestId == questId)
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return true;
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return false;
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}
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void QuestMenu::ClearMenu()
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{
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_questMenuItems.clear();
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}
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void PlayerMenu::SendQuestGiverQuestListMessage(Object* questgiver)
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{
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ObjectGuid guid = questgiver->GetGUID();
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LocaleConstant localeConstant = _session->GetSessionDbLocaleIndex();
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WorldPackets::Quest::QuestGiverQuestListMessage questList;
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questList.QuestGiverGUID = guid;
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if (QuestGreeting const* questGreeting = sObjectMgr->GetQuestGreeting(questgiver->GetTypeId(), questgiver->GetEntry()))
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{
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questList.GreetEmoteDelay = questGreeting->EmoteDelay;
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questList.GreetEmoteType = questGreeting->EmoteType;
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questList.Greeting = questGreeting->Text;
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if (localeConstant != LOCALE_enUS)
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if (QuestGreetingLocale const* questGreetingLocale = sObjectMgr->GetQuestGreetingLocale(questgiver->GetTypeId(), questgiver->GetEntry()))
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ObjectMgr::GetLocaleString(questGreetingLocale->Greeting, localeConstant, questList.Greeting);
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}
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for (uint32 i = 0; i < _questMenu.GetMenuItemCount(); ++i)
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{
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QuestMenuItem const& questMenuItem = _questMenu.GetItem(i);
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uint32 questID = questMenuItem.QuestId;
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if (Quest const* quest = sObjectMgr->GetQuestTemplate(questID))
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{
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questList.QuestDataText.emplace_back();
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WorldPackets::NPC::ClientGossipText& text = questList.QuestDataText.back();
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text.QuestID = questID;
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text.ContentTuningID = quest->GetContentTuningId();
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text.QuestType = questMenuItem.QuestIcon;
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text.QuestFlags[0] = quest->GetFlags();
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text.QuestFlags[1] = quest->GetFlagsEx();
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text.Repeatable = quest->IsAutoComplete() && quest->IsRepeatable() && !quest->IsDailyOrWeekly() && !quest->IsMonthly();
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text.QuestTitle = quest->GetLogTitle();
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LocaleConstant localeConstant = _session->GetSessionDbLocaleIndex();
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if (localeConstant != LOCALE_enUS)
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if (QuestTemplateLocale const* localeData = sObjectMgr->GetQuestLocale(questID))
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ObjectMgr::GetLocaleString(localeData->LogTitle, localeConstant, text.QuestTitle);
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}
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}
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_session->SendPacket(questList.Write());
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TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUEST_GIVER_QUEST_LIST_MESSAGE NPC=%s", guid.ToString().c_str());
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}
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void PlayerMenu::SendQuestGiverStatus(QuestGiverStatus questStatus, ObjectGuid npcGUID) const
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{
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WorldPackets::Quest::QuestGiverStatus packet;
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packet.QuestGiver.Guid = npcGUID;
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packet.QuestGiver.Status = questStatus;
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_session->SendPacket(packet.Write());
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TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTGIVER_STATUS NPC=%s, status=%u", npcGUID.ToString().c_str(), AsUnderlyingType(questStatus));
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}
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void PlayerMenu::SendQuestGiverQuestDetails(Quest const* quest, ObjectGuid npcGUID, bool autoLaunched, bool displayPopup) const
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{
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WorldPackets::Quest::QuestGiverQuestDetails packet;
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packet.QuestTitle = quest->GetLogTitle();
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packet.LogDescription = quest->GetLogDescription();
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packet.DescriptionText = quest->GetQuestDescription();
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packet.PortraitGiverText = quest->GetPortraitGiverText();
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packet.PortraitGiverName = quest->GetPortraitGiverName();
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packet.PortraitTurnInText = quest->GetPortraitTurnInText();
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packet.PortraitTurnInName = quest->GetPortraitTurnInName();
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LocaleConstant localeConstant = _session->GetSessionDbLocaleIndex();
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if (localeConstant != LOCALE_enUS)
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{
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if (QuestTemplateLocale const* questTemplateLocale = sObjectMgr->GetQuestLocale(quest->GetQuestId()))
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{
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ObjectMgr::GetLocaleString(questTemplateLocale->LogTitle, localeConstant, packet.QuestTitle);
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ObjectMgr::GetLocaleString(questTemplateLocale->LogDescription, localeConstant, packet.LogDescription);
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ObjectMgr::GetLocaleString(questTemplateLocale->QuestDescription, localeConstant, packet.DescriptionText);
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ObjectMgr::GetLocaleString(questTemplateLocale->PortraitGiverText, localeConstant, packet.PortraitGiverText);
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ObjectMgr::GetLocaleString(questTemplateLocale->PortraitGiverName, localeConstant, packet.PortraitGiverName);
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ObjectMgr::GetLocaleString(questTemplateLocale->PortraitTurnInText, localeConstant, packet.PortraitTurnInText);
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ObjectMgr::GetLocaleString(questTemplateLocale->PortraitTurnInName, localeConstant, packet.PortraitTurnInName);
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}
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}
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packet.QuestGiverGUID = npcGUID;
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packet.InformUnit = _session->GetPlayer()->GetPlayerSharingQuest();
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packet.QuestID = quest->GetQuestId();
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packet.QuestPackageID = quest->GetQuestPackageID();
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packet.PortraitGiver = quest->GetQuestGiverPortrait();
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packet.PortraitGiverMount = quest->GetQuestGiverPortraitMount();
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packet.PortraitGiverModelSceneID = quest->GetQuestGiverPortraitModelSceneId();
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packet.PortraitTurnIn = quest->GetQuestTurnInPortrait();
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packet.QuestSessionBonus = 0; //quest->GetQuestSessionBonus(); // this is only sent while quest session is active
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packet.AutoLaunched = autoLaunched;
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packet.DisplayPopup = displayPopup;
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packet.QuestFlags[0] = quest->GetFlags() & (sWorld->getBoolConfig(CONFIG_QUEST_IGNORE_AUTO_ACCEPT) ? ~QUEST_FLAGS_AUTO_ACCEPT : ~0);
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packet.QuestFlags[1] = quest->GetFlagsEx();
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packet.SuggestedPartyMembers = quest->GetSuggestedPlayers();
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// RewardSpell can teach multiple spells in trigger spell effects. But not all effects must be SPELL_EFFECT_LEARN_SPELL. See example spell 33950
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if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(quest->GetRewSpell(), DIFFICULTY_NONE))
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for (SpellEffectInfo const& spellEffectInfo : spellInfo->GetEffects())
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if (spellEffectInfo.IsEffect(SPELL_EFFECT_LEARN_SPELL))
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packet.LearnSpells.push_back(spellEffectInfo.TriggerSpell);
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quest->BuildQuestRewards(packet.Rewards, _session->GetPlayer());
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packet.DescEmotes.resize(QUEST_EMOTE_COUNT);
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for (uint32 i = 0; i < QUEST_EMOTE_COUNT; ++i)
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{
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packet.DescEmotes[i].Type = quest->DetailsEmote[i];
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packet.DescEmotes[i].Delay = quest->DetailsEmoteDelay[i];
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}
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QuestObjectives const& objs = quest->GetObjectives();
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packet.Objectives.resize(objs.size());
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for (uint32 i = 0; i < objs.size(); ++i)
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{
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packet.Objectives[i].ID = objs[i].ID;
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packet.Objectives[i].ObjectID = objs[i].ObjectID;
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packet.Objectives[i].Amount = objs[i].Amount;
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packet.Objectives[i].Type = objs[i].Type;
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}
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_session->SendPacket(packet.Write());
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TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTGIVER_QUEST_DETAILS NPC=%s, questid=%u", npcGUID.ToString().c_str(), quest->GetQuestId());
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}
|
|
|
|
void PlayerMenu::SendQuestQueryResponse(Quest const* quest) const
|
|
{
|
|
if (sWorld->getBoolConfig(CONFIG_CACHE_DATA_QUERIES))
|
|
_session->SendPacket(&quest->QueryData[static_cast<uint32>(_session->GetSessionDbLocaleIndex())]);
|
|
else
|
|
{
|
|
WorldPacket queryPacket = quest->BuildQueryData(_session->GetSessionDbLocaleIndex(), _session->GetPlayer());
|
|
_session->SendPacket(&queryPacket);
|
|
}
|
|
|
|
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUEST_QUERY_RESPONSE questid=%u", quest->GetQuestId());
|
|
}
|
|
|
|
void PlayerMenu::SendQuestGiverOfferReward(Quest const* quest, ObjectGuid npcGUID, bool autoLaunched) const
|
|
{
|
|
WorldPackets::Quest::QuestGiverOfferRewardMessage packet;
|
|
|
|
packet.QuestTitle = quest->GetLogTitle();
|
|
packet.RewardText = quest->GetOfferRewardText();
|
|
packet.PortraitGiverText = quest->GetPortraitGiverText();
|
|
packet.PortraitGiverName = quest->GetPortraitGiverName();
|
|
packet.PortraitTurnInText = quest->GetPortraitTurnInText();
|
|
packet.PortraitTurnInName = quest->GetPortraitTurnInName();
|
|
|
|
LocaleConstant locale = _session->GetSessionDbLocaleIndex();
|
|
if (locale != LOCALE_enUS)
|
|
{
|
|
if (QuestTemplateLocale const* questTemplateLocale = sObjectMgr->GetQuestLocale(quest->GetQuestId()))
|
|
{
|
|
ObjectMgr::GetLocaleString(questTemplateLocale->LogTitle, locale, packet.QuestTitle);
|
|
ObjectMgr::GetLocaleString(questTemplateLocale->PortraitGiverText, locale, packet.PortraitGiverText);
|
|
ObjectMgr::GetLocaleString(questTemplateLocale->PortraitGiverName, locale, packet.PortraitGiverName);
|
|
ObjectMgr::GetLocaleString(questTemplateLocale->PortraitTurnInText, locale, packet.PortraitTurnInText);
|
|
ObjectMgr::GetLocaleString(questTemplateLocale->PortraitTurnInName, locale, packet.PortraitTurnInName);
|
|
}
|
|
|
|
if (QuestOfferRewardLocale const* questOfferRewardLocale = sObjectMgr->GetQuestOfferRewardLocale(quest->GetQuestId()))
|
|
ObjectMgr::GetLocaleString(questOfferRewardLocale->RewardText, locale, packet.RewardText);
|
|
}
|
|
|
|
WorldPackets::Quest::QuestGiverOfferReward& offer = packet.QuestData;
|
|
|
|
quest->BuildQuestRewards(offer.Rewards, _session->GetPlayer());
|
|
offer.QuestGiverGUID = npcGUID;
|
|
|
|
// Is there a better way? what about game objects?
|
|
if (Creature const* creature = ObjectAccessor::GetCreature(*_session->GetPlayer(), npcGUID))
|
|
offer.QuestGiverCreatureID = creature->GetCreatureTemplate()->Entry;
|
|
|
|
offer.QuestID = quest->GetQuestId();
|
|
offer.AutoLaunched = autoLaunched;
|
|
offer.SuggestedPartyMembers = quest->GetSuggestedPlayers();
|
|
|
|
for (uint32 i = 0; i < QUEST_EMOTE_COUNT && quest->OfferRewardEmote[i]; ++i)
|
|
offer.Emotes.emplace_back(quest->OfferRewardEmote[i], quest->OfferRewardEmoteDelay[i]);
|
|
|
|
offer.QuestFlags[0] = quest->GetFlags();
|
|
offer.QuestFlags[1] = quest->GetFlagsEx();
|
|
|
|
packet.PortraitTurnIn = quest->GetQuestTurnInPortrait();
|
|
packet.PortraitGiver = quest->GetQuestGiverPortrait();
|
|
packet.PortraitGiverMount = quest->GetQuestGiverPortraitMount();
|
|
packet.PortraitGiverModelSceneID = quest->GetQuestGiverPortraitModelSceneId();
|
|
packet.QuestPackageID = quest->GetQuestPackageID();
|
|
|
|
_session->SendPacket(packet.Write());
|
|
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTGIVER_OFFER_REWARD NPC=%s, questid=%u", npcGUID.ToString().c_str(), quest->GetQuestId());
|
|
}
|
|
|
|
void PlayerMenu::SendQuestGiverRequestItems(Quest const* quest, ObjectGuid npcGUID, bool canComplete, bool autoLaunched) 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
|
|
|
|
if (!quest->HasQuestObjectiveType(QUEST_OBJECTIVE_ITEM) && canComplete)
|
|
{
|
|
SendQuestGiverOfferReward(quest, npcGUID, true);
|
|
return;
|
|
}
|
|
|
|
WorldPackets::Quest::QuestGiverRequestItems packet;
|
|
|
|
packet.QuestTitle = quest->GetLogTitle();
|
|
packet.CompletionText = quest->GetRequestItemsText();
|
|
|
|
LocaleConstant locale = _session->GetSessionDbLocaleIndex();
|
|
if (locale != LOCALE_enUS)
|
|
{
|
|
if (QuestTemplateLocale const* questTemplateLocale = sObjectMgr->GetQuestLocale(quest->GetQuestId()))
|
|
ObjectMgr::GetLocaleString(questTemplateLocale->LogTitle, locale, packet.QuestTitle);
|
|
|
|
if (QuestRequestItemsLocale const* questRequestItemsLocale = sObjectMgr->GetQuestRequestItemsLocale(quest->GetQuestId()))
|
|
ObjectMgr::GetLocaleString(questRequestItemsLocale->CompletionText, locale, packet.CompletionText);
|
|
}
|
|
|
|
packet.QuestGiverGUID = npcGUID;
|
|
|
|
// Is there a better way? what about game objects?
|
|
if (Creature const* creature = ObjectAccessor::GetCreature(*_session->GetPlayer(), npcGUID))
|
|
packet.QuestGiverCreatureID = creature->GetCreatureTemplate()->Entry;
|
|
|
|
packet.QuestID = quest->GetQuestId();
|
|
|
|
if (canComplete)
|
|
{
|
|
packet.CompEmoteDelay = quest->GetCompleteEmoteDelay();
|
|
packet.CompEmoteType = quest->GetCompleteEmote();
|
|
}
|
|
else
|
|
{
|
|
packet.CompEmoteDelay = quest->GetIncompleteEmoteDelay();
|
|
packet.CompEmoteType = quest->GetIncompleteEmote();
|
|
}
|
|
|
|
packet.QuestFlags[0] = quest->GetFlags();
|
|
packet.QuestFlags[1] = quest->GetFlagsEx();
|
|
packet.SuggestPartyMembers = quest->GetSuggestedPlayers();
|
|
|
|
// incomplete: FD
|
|
// incomplete quest with item objective but item objective is complete DD
|
|
packet.StatusFlags = canComplete ? 0xFF : 0xFD;
|
|
|
|
packet.MoneyToGet = 0;
|
|
for (QuestObjective const& obj : quest->GetObjectives())
|
|
{
|
|
switch (obj.Type)
|
|
{
|
|
case QUEST_OBJECTIVE_ITEM:
|
|
packet.Collect.emplace_back(obj.ObjectID, obj.Amount, obj.Flags);
|
|
break;
|
|
case QUEST_OBJECTIVE_CURRENCY:
|
|
packet.Currency.emplace_back(obj.ObjectID, obj.Amount);
|
|
break;
|
|
case QUEST_OBJECTIVE_MONEY:
|
|
packet.MoneyToGet += obj.Amount;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
packet.AutoLaunched = autoLaunched;
|
|
|
|
_session->SendPacket(packet.Write());
|
|
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTGIVER_REQUEST_ITEMS NPC=%s, questid=%u", npcGUID.ToString().c_str(), quest->GetQuestId());
|
|
}
|