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TrinityCore/src/server/game/Entities/Creature/GossipDef.cpp
T

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/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "GossipDef.h"
#include "Creature.h"
#include "DB2Stores.h"
#include "Log.h"
#include "NPCPackets.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "QuestDef.h"
#include "QuestPackets.h"
#include "SpellInfo.h"
#include "SpellMgr.h"
#include "Util.h"
#include "World.h"
#include "WorldSession.h"
GossipMenu::GossipMenu()
{
_menuId = 0;
_locale = DEFAULT_LOCALE;
}
GossipMenu::~GossipMenu()
{
ClearMenu();
}
uint32 GossipMenu::AddMenuItem(int32 optionIndex, GossipOptionIcon 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 (optionIndex == -1)
{
optionIndex = 0;
if (!_menuItems.empty())
{
for (GossipMenuItemContainer::const_iterator itr = _menuItems.begin(); itr != _menuItems.end(); ++itr)
{
if (int32(itr->first) > optionIndex)
break;
optionIndex = itr->first + 1;
}
}
}
GossipMenuItem& menuItem = _menuItems[optionIndex];
menuItem.MenuItemIcon = icon;
menuItem.Message = message;
menuItem.IsCoded = coded;
menuItem.Sender = sender;
menuItem.OptionType = action;
menuItem.BoxMessage = boxMessage;
menuItem.BoxMoney = boxMoney;
return optionIndex;
}
/**
* @name AddMenuItem
* @brief Adds a localized gossip menu item from db by menu id and menu item id.
* @param menuId Gossip menu id.
* @param optionIndex Gossip menu item index.
* @param sender Identifier of the current menu.
* @param action Custom action given to OnGossipHello.
*/
void GossipMenu::AddMenuItem(uint32 menuId, uint32 optionIndex, 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 != optionIndex)
continue;
/// Store texts for localization.
std::string strOptionText, strBoxText;
BroadcastTextEntry const* optionBroadcastText = sBroadcastTextStore.LookupEntry(itr->second.OptionBroadcastTextId);
BroadcastTextEntry const* boxBroadcastText = sBroadcastTextStore.LookupEntry(itr->second.BoxBroadcastTextId);
/// OptionText
if (optionBroadcastText)
strOptionText = DB2Manager::GetBroadcastTextValue(optionBroadcastText, GetLocale());
else
strOptionText = itr->second.OptionText;
/// BoxText
if (boxBroadcastText)
strBoxText = DB2Manager::GetBroadcastTextValue(boxBroadcastText, GetLocale());
else
strBoxText = itr->second.BoxText;
/// Check need of localization.
if (GetLocale() != DEFAULT_LOCALE)
{
if (!optionBroadcastText)
{
/// Find localizations from database.
if (GossipMenuItemsLocale const* gossipMenuLocale = sObjectMgr->GetGossipMenuItemsLocale(menuId, optionIndex))
ObjectMgr::GetLocaleString(gossipMenuLocale->OptionText, GetLocale(), strOptionText);
}
if (!boxBroadcastText)
{
/// Find localizations from database.
if (GossipMenuItemsLocale const* gossipMenuLocale = sObjectMgr->GetGossipMenuItemsLocale(menuId, optionIndex))
ObjectMgr::GetLocaleString(gossipMenuLocale->BoxText, GetLocale(), strBoxText);
}
}
/// Add menu item with existing method. Menu item id -1 is also used in ADD_GOSSIP_ITEM macro.
uint32 newOptionIndex = AddMenuItem(-1, itr->second.OptionIcon, strOptionText, sender, action, strBoxText, itr->second.BoxMoney, itr->second.BoxCoded);
AddGossipMenuItemData(newOptionIndex, itr->second.ActionMenuId, itr->second.ActionPoiId);
}
}
void GossipMenu::AddGossipMenuItemData(uint32 optionIndex, uint32 gossipActionMenuId, uint32 gossipActionPoi)
{
GossipMenuItemData& itemData = _menuItemData[optionIndex];
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;
}
bool GossipMenu::HasMenuItemType(uint32 optionType) const
{
for (auto const& menuItemPair : _menuItems)
if (menuItemPair.second.OptionType == optionType)
return true;
return false;
}
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, ObjectGuid objectGUID)
{
_interactionData.Reset();
_interactionData.SourceGuid = objectGUID;
WorldPackets::NPC::GossipMessage packet;
packet.GossipGUID = objectGUID;
packet.GossipID = _gossipMenu.GetMenuId();
packet.TextID = titleTextId;
packet.GossipOptions.resize(_gossipMenu.GetMenuItems().size());
uint32 count = 0;
for (GossipMenuItemContainer::const_iterator itr = _gossipMenu.GetMenuItems().begin(); itr != _gossipMenu.GetMenuItems().end(); ++itr)
{
WorldPackets::NPC::ClientGossipOptions& opt = packet.GossipOptions[count];
GossipMenuItem const& item = itr->second;
opt.ClientOption = itr->first;
opt.OptionNPC = item.MenuItemIcon;
opt.OptionFlags = item.IsCoded; // makes pop up box password
opt.OptionCost = item.BoxMoney; // money required to open menu, 2.0.3
opt.Text = item.Message; // text for gossip item
opt.Confirm = item.BoxMessage; // accept text (related to money) pop up box, 2.0.3
opt.Status = GossipOptionStatus::Available;
++count;
}
packet.GossipText.resize(_questMenu.GetMenuItemCount());
count = 0;
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))
{
WorldPackets::NPC::ClientGossipText& text = packet.GossipText[count];
text.QuestID = questID;
text.ContentTuningID = quest->GetContentTuningId();
text.QuestType = item.QuestIcon;
text.QuestFlags[0] = quest->GetFlags();
text.QuestFlags[1] = quest->GetFlagsEx();
text.Repeatable = quest->IsAutoComplete() && quest->IsRepeatable() && !quest->IsDailyOrWeekly() && !quest->IsMonthly();
text.QuestTitle = quest->GetLogTitle();
LocaleConstant localeConstant = _session->GetSessionDbLocaleIndex();
if (localeConstant != LOCALE_enUS)
if (QuestTemplateLocale const* localeData = sObjectMgr->GetQuestLocale(questID))
ObjectMgr::GetLocaleString(localeData->LogTitle, localeConstant, text.QuestTitle);
++count;
}
}
// Shrink to the real size
packet.GossipText.resize(count);
_session->SendPacket(packet.Write());
}
void PlayerMenu::SendCloseGossip()
{
_interactionData.Reset();
WorldPackets::NPC::GossipComplete packet;
_session->SendPacket(packet.Write());
}
void PlayerMenu::SendPointOfInterest(uint32 id) const
{
PointOfInterest const* pointOfInterest = sObjectMgr->GetPointOfInterest(id);
if (!pointOfInterest)
{
TC_LOG_ERROR("sql.sql", "Request to send non-existing PointOfInterest (Id: %u), ignored.", id);
return;
}
WorldPackets::NPC::GossipPOI packet;
packet.ID = pointOfInterest->ID;
packet.Name = pointOfInterest->Name;
LocaleConstant localeConstant = _session->GetSessionDbLocaleIndex();
if (localeConstant != LOCALE_enUS)
if (PointOfInterestLocale const* localeData = sObjectMgr->GetPointOfInterestLocale(id))
ObjectMgr::GetLocaleString(localeData->Name, localeConstant, packet.Name);
packet.Flags = pointOfInterest->Flags;
packet.Pos = pointOfInterest->Pos;
packet.Icon = pointOfInterest->Icon;
packet.Importance = pointOfInterest->Importance;
packet.Unknown905 = pointOfInterest->Unknown905;
_session->SendPacket(packet.Write());
}
/*********************************************************/
/*** 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::SendQuestGiverQuestListMessage(Object* questgiver)
{
ObjectGuid guid = questgiver->GetGUID();
LocaleConstant localeConstant = _session->GetSessionDbLocaleIndex();
WorldPackets::Quest::QuestGiverQuestListMessage questList;
questList.QuestGiverGUID = guid;
if (QuestGreeting const* questGreeting = sObjectMgr->GetQuestGreeting(questgiver->GetTypeId(), questgiver->GetEntry()))
{
questList.GreetEmoteDelay = questGreeting->EmoteDelay;
questList.GreetEmoteType = questGreeting->EmoteType;
questList.Greeting = questGreeting->Text;
if (localeConstant != LOCALE_enUS)
if (QuestGreetingLocale const* questGreetingLocale = sObjectMgr->GetQuestGreetingLocale(questgiver->GetTypeId(), questgiver->GetEntry()))
ObjectMgr::GetLocaleString(questGreetingLocale->Greeting, localeConstant, questList.Greeting);
}
for (uint32 i = 0; i < _questMenu.GetMenuItemCount(); ++i)
{
QuestMenuItem const& questMenuItem = _questMenu.GetItem(i);
uint32 questID = questMenuItem.QuestId;
if (Quest const* quest = sObjectMgr->GetQuestTemplate(questID))
{
questList.QuestDataText.emplace_back();
WorldPackets::NPC::ClientGossipText& text = questList.QuestDataText.back();
text.QuestID = questID;
text.ContentTuningID = quest->GetContentTuningId();
text.QuestType = questMenuItem.QuestIcon;
text.QuestFlags[0] = quest->GetFlags();
text.QuestFlags[1] = quest->GetFlagsEx();
text.Repeatable = quest->IsAutoComplete() && quest->IsRepeatable() && !quest->IsDailyOrWeekly() && !quest->IsMonthly();
text.QuestTitle = quest->GetLogTitle();
LocaleConstant localeConstant = _session->GetSessionDbLocaleIndex();
if (localeConstant != LOCALE_enUS)
if (QuestTemplateLocale const* localeData = sObjectMgr->GetQuestLocale(questID))
ObjectMgr::GetLocaleString(localeData->LogTitle, localeConstant, text.QuestTitle);
}
}
_session->SendPacket(questList.Write());
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUEST_GIVER_QUEST_LIST_MESSAGE NPC=%s", guid.ToString().c_str());
}
void PlayerMenu::SendQuestGiverStatus(QuestGiverStatus questStatus, ObjectGuid npcGUID) const
{
WorldPackets::Quest::QuestGiverStatus packet;
packet.QuestGiver.Guid = npcGUID;
packet.QuestGiver.Status = questStatus;
_session->SendPacket(packet.Write());
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTGIVER_STATUS NPC=%s, status=%u", npcGUID.ToString().c_str(), AsUnderlyingType(questStatus));
}
void PlayerMenu::SendQuestGiverQuestDetails(Quest const* quest, ObjectGuid npcGUID, bool autoLaunched, bool displayPopup) const
{
WorldPackets::Quest::QuestGiverQuestDetails packet;
packet.QuestTitle = quest->GetLogTitle();
packet.LogDescription = quest->GetLogDescription();
packet.DescriptionText = quest->GetQuestDescription();
packet.PortraitGiverText = quest->GetPortraitGiverText();
packet.PortraitGiverName = quest->GetPortraitGiverName();
packet.PortraitTurnInText = quest->GetPortraitTurnInText();
packet.PortraitTurnInName = quest->GetPortraitTurnInName();
LocaleConstant localeConstant = _session->GetSessionDbLocaleIndex();
if (localeConstant != LOCALE_enUS)
{
if (QuestTemplateLocale const* questTemplateLocale = sObjectMgr->GetQuestLocale(quest->GetQuestId()))
{
ObjectMgr::GetLocaleString(questTemplateLocale->LogTitle, localeConstant, packet.QuestTitle);
ObjectMgr::GetLocaleString(questTemplateLocale->LogDescription, localeConstant, packet.LogDescription);
ObjectMgr::GetLocaleString(questTemplateLocale->QuestDescription, localeConstant, packet.DescriptionText);
ObjectMgr::GetLocaleString(questTemplateLocale->PortraitGiverText, localeConstant, packet.PortraitGiverText);
ObjectMgr::GetLocaleString(questTemplateLocale->PortraitGiverName, localeConstant, packet.PortraitGiverName);
ObjectMgr::GetLocaleString(questTemplateLocale->PortraitTurnInText, localeConstant, packet.PortraitTurnInText);
ObjectMgr::GetLocaleString(questTemplateLocale->PortraitTurnInName, localeConstant, packet.PortraitTurnInName);
}
}
packet.QuestGiverGUID = npcGUID;
packet.InformUnit = _session->GetPlayer()->GetPlayerSharingQuest();
packet.QuestID = quest->GetQuestId();
packet.QuestPackageID = quest->GetQuestPackageID();
packet.PortraitGiver = quest->GetQuestGiverPortrait();
packet.PortraitGiverMount = quest->GetQuestGiverPortraitMount();
packet.PortraitGiverModelSceneID = quest->GetQuestGiverPortraitModelSceneId();
packet.PortraitTurnIn = quest->GetQuestTurnInPortrait();
packet.QuestSessionBonus = 0; //quest->GetQuestSessionBonus(); // this is only sent while quest session is active
packet.AutoLaunched = autoLaunched;
packet.DisplayPopup = displayPopup;
packet.QuestFlags[0] = quest->GetFlags() & (sWorld->getBoolConfig(CONFIG_QUEST_IGNORE_AUTO_ACCEPT) ? ~QUEST_FLAGS_AUTO_ACCEPT : ~0);
packet.QuestFlags[1] = quest->GetFlagsEx();
packet.SuggestedPartyMembers = quest->GetSuggestedPlayers();
// RewardSpell can teach multiple spells in trigger spell effects. But not all effects must be SPELL_EFFECT_LEARN_SPELL. See example spell 33950
if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(quest->GetRewSpell(), DIFFICULTY_NONE))
for (SpellEffectInfo const& spellEffectInfo : spellInfo->GetEffects())
if (spellEffectInfo.IsEffect(SPELL_EFFECT_LEARN_SPELL))
packet.LearnSpells.push_back(spellEffectInfo.TriggerSpell);
quest->BuildQuestRewards(packet.Rewards, _session->GetPlayer());
packet.DescEmotes.resize(QUEST_EMOTE_COUNT);
for (uint32 i = 0; i < QUEST_EMOTE_COUNT; ++i)
{
packet.DescEmotes[i].Type = quest->DetailsEmote[i];
packet.DescEmotes[i].Delay = quest->DetailsEmoteDelay[i];
}
QuestObjectives const& objs = quest->GetObjectives();
packet.Objectives.resize(objs.size());
for (uint32 i = 0; i < objs.size(); ++i)
{
packet.Objectives[i].ID = objs[i].ID;
packet.Objectives[i].ObjectID = objs[i].ObjectID;
packet.Objectives[i].Amount = objs[i].Amount;
packet.Objectives[i].Type = objs[i].Type;
}
_session->SendPacket(packet.Write());
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTGIVER_QUEST_DETAILS NPC=%s, questid=%u", npcGUID.ToString().c_str(), quest->GetQuestId());
}
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());
}