本文整理汇总了C++中GetSessionDbLocaleIndex函数的典型用法代码示例。如果您正苦于以下问题:C++ GetSessionDbLocaleIndex函数的具体用法?C++ GetSessionDbLocaleIndex怎么用?C++ GetSessionDbLocaleIndex使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了GetSessionDbLocaleIndex函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: GetSessionDbLocaleIndex
/// Only _static_ data send in this packet !!!
void WorldSession::HandleCreatureQueryOpcode(WorldPacket & recv_data)
{
uint32 entry;
recv_data >> entry;
uint64 guid;
recv_data >> guid;
CreatureInfo const *ci = objmgr.GetCreatureTemplate(entry);
if (ci)
{
std::string Name, SubName;
Name = ci->Name;
SubName = ci->SubName;
int loc_idx = GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
CreatureLocale const *cl = objmgr.GetCreatureLocale(entry);
if (cl)
{
if (cl->Name.size() > size_t(loc_idx) && !cl->Name[loc_idx].empty())
Name = cl->Name[loc_idx];
if (cl->SubName.size() > size_t(loc_idx) && !cl->SubName[loc_idx].empty())
SubName = cl->SubName[loc_idx];
}
}
sLog.outDetail("WORLD: CMSG_CREATURE_QUERY '%s' - Entry: %u.", ci->Name, entry);
// guess size
WorldPacket data(SMSG_CREATURE_QUERY_RESPONSE, 100);
data << uint32(entry); // creature entry
data << Name;
data << uint8(0) << uint8(0) << uint8(0); // name2, name3, name4, always empty
data << SubName;
data << ci->IconName; // "Directions" for guard, string for Icons 2.3.0
data << uint32(ci->type_flags); // flags
data << uint32(ci->type); // CreatureType.dbc
data << uint32(ci->family); // CreatureFamily.dbc
data << uint32(ci->rank); // Creature Rank (elite, boss, etc)
data << uint32(ci->KillCredit[0]); // new in 3.1, kill credit
data << uint32(ci->KillCredit[1]); // new in 3.1, kill credit
data << uint32(ci->Modelid1); // Modelid1
data << uint32(ci->Modelid2); // Modelid2
data << uint32(ci->Modelid3); // Modelid3
data << uint32(ci->Modelid4); // Modelid4
data << float(ci->ModHealth); // dmg/hp modifier
data << float(ci->ModMana); // dmg/mana modifier
data << uint8(ci->RacialLeader);
for (uint32 i = 0; i < 6; ++i)
data << uint32(ci->questItems[i]); // itemId[6], quest drop
data << uint32(ci->movementId); // CreatureMovementInfo.dbc
SendPacket(&data);
sLog.outDebug("WORLD: Sent SMSG_CREATURE_QUERY_RESPONSE");
}
else
{
sLog.outDebug("WORLD: CMSG_CREATURE_QUERY - NO CREATURE INFO! (GUID: %u, ENTRY: %u)",
GUID_LOPART(guid), entry);
WorldPacket data(SMSG_CREATURE_QUERY_RESPONSE, 4);
data << uint32(entry | 0x80000000);
SendPacket(&data);
sLog.outDebug("WORLD: Sent SMSG_CREATURE_QUERY_RESPONSE");
}
}
开发者ID:Elevim,项目名称:RG-332,代码行数:65,代码来源:QueryHandler.cpp
示例2: GetSessionDbLocaleIndex
// Only _static_ data send in this packet !!!
void WorldSession::HandleItemQuerySingleOpcode( WorldPacket & recv_data )
{
//sLog.outDebug("WORLD: CMSG_ITEM_QUERY_SINGLE");
uint32 item;
recv_data >> item;
sLog.outDetail("STORAGE: Item Query = %u", item);
ItemPrototype const *pProto = ObjectMgr::GetItemPrototype( item );
if( pProto )
{
std::string Name = pProto->Name1;
std::string Description = pProto->Description;
int loc_idx = GetSessionDbLocaleIndex();
if ( loc_idx >= 0 )
{
ItemLocale const *il = sObjectMgr.GetItemLocale(pProto->ItemId);
if (il)
{
if (il->Name.size() > size_t(loc_idx) && !il->Name[loc_idx].empty())
Name = il->Name[loc_idx];
if (il->Description.size() > size_t(loc_idx) && !il->Description[loc_idx].empty())
Description = il->Description[loc_idx];
}
}
// guess size
WorldPacket data( SMSG_ITEM_QUERY_SINGLE_RESPONSE, 600);
data << pProto->ItemId;
data << pProto->Class;
data << pProto->SubClass;
data << int32(pProto->Unk0); // new 2.0.3, not exist in wdb cache?
data << Name;
data << uint8(0x00); //pProto->Name2; // blizz not send name there, just uint8(0x00); <-- \0 = empty string = empty name...
data << uint8(0x00); //pProto->Name3; // blizz not send name there, just uint8(0x00);
data << uint8(0x00); //pProto->Name4; // blizz not send name there, just uint8(0x00);
data << pProto->DisplayInfoID;
data << pProto->Quality;
data << pProto->Flags;
data << pProto->Faction; // 3.2 faction?
data << pProto->BuyPrice;
data << pProto->SellPrice;
data << pProto->InventoryType;
data << pProto->AllowableClass;
data << pProto->AllowableRace;
data << pProto->ItemLevel;
data << pProto->RequiredLevel;
data << pProto->RequiredSkill;
data << pProto->RequiredSkillRank;
data << pProto->RequiredSpell;
data << pProto->RequiredHonorRank;
data << pProto->RequiredCityRank;
data << pProto->RequiredReputationFaction;
data << pProto->RequiredReputationRank;
data << int32(pProto->MaxCount);
data << int32(pProto->Stackable);
data << pProto->ContainerSlots;
data << pProto->StatsCount; // item stats count
for(uint32 i = 0; i < pProto->StatsCount; ++i)
{
data << pProto->ItemStat[i].ItemStatType;
data << pProto->ItemStat[i].ItemStatValue;
}
data << pProto->ScalingStatDistribution; // scaling stats distribution
data << pProto->ScalingStatValue; // some kind of flags used to determine stat values column
for(int i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i)
{
data << pProto->Damage[i].DamageMin;
data << pProto->Damage[i].DamageMax;
data << pProto->Damage[i].DamageType;
}
// resistances (7)
data << pProto->Armor;
data << pProto->HolyRes;
data << pProto->FireRes;
data << pProto->NatureRes;
data << pProto->FrostRes;
data << pProto->ShadowRes;
data << pProto->ArcaneRes;
data << pProto->Delay;
data << pProto->AmmoType;
data << pProto->RangedModRange;
for(int s = 0; s < MAX_ITEM_PROTO_SPELLS; ++s)
{
// send DBC data for cooldowns in same way as it used in Spell::SendSpellCooldown
// use `item_template` or if not set then only use spell cooldowns
SpellEntry const* spell = sSpellStore.LookupEntry(pProto->Spells[s].SpellId);
if(spell)
{
bool db_data = pProto->Spells[s].SpellCooldown >= 0 || pProto->Spells[s].SpellCategoryCooldown >= 0;
data << pProto->Spells[s].SpellId;
data << pProto->Spells[s].SpellTrigger;
data << uint32(-abs(pProto->Spells[s].SpellCharges));
if(db_data)
//.........这里部分代码省略.........
开发者ID:nerice,项目名称:mangos,代码行数:101,代码来源:ItemHandler.cpp
示例3:
const char * WorldSession::GetMangosString( int32 entry ) const
{
return objmgr.GetMangosString(entry,GetSessionDbLocaleIndex());
}
开发者ID:Aion,项目名称:EK-Core,代码行数:4,代码来源:WorldSession.cpp
示例4: GetPlayer
void WorldSession::HandleNpcTextQueryOpcode(WorldPacket& recvData)
{
uint32 textID;
uint64 guid;
recvData >> textID;
sLog->outDetail("WORLD: CMSG_NPC_TEXT_QUERY ID '%u'", textID);
recvData >> guid;
GetPlayer()->SetSelection(guid);
GossipText const* pGossip = sObjectMgr->GetGossipText(textID);
WorldPacket data(SMSG_NPC_TEXT_UPDATE, 100); // guess size
data << textID;
if (!pGossip)
{
for (uint32 i = 0; i < MAX_GOSSIP_TEXT_OPTIONS; ++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_LOCALES], Text_1[MAX_LOCALES];
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 = GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
if (NpcTextLocale const* nl = sObjectMgr->GetNpcTextLocale(textID))
{
for (int i = 0; i < MAX_LOCALES; ++i)
{
ObjectMgr::GetLocaleString(nl->Text_0[i], loc_idx, Text_0[i]);
ObjectMgr::GetLocaleString(nl->Text_1[i], loc_idx, Text_1[i]);
}
}
}
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 < MAX_GOSSIP_TEXT_EMOTES; ++j)
{
data << pGossip->Options[i].Emotes[j]._Delay;
data << pGossip->Options[i].Emotes[j]._Emote;
}
}
}
SendPacket(&data);
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_NPC_TEXT_UPDATE");
}
开发者ID:SkyFireArchives,项目名称:SkyFireEMU_406a,代码行数:82,代码来源:QueryHandler.cpp
示例5: GetSessionDbLocaleIndex
/// Only _static_ data is sent in this packet !!!
void WorldSession::HandleCreatureQueryOpcode(WorldPacket& recvData)
{
uint32 entry;
recvData >> entry;
ObjectGuid guid;
recvData >> guid;
CreatureTemplate const* ci = sObjectMgr->GetCreatureTemplate(entry);
if (ci)
{
std::string Name, Title;
Name = ci->Name;
Title = ci->Title;
int loc_idx = GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
if (CreatureLocale const* cl = sObjectMgr->GetCreatureLocale(entry))
{
ObjectMgr::GetLocaleString(cl->Name, loc_idx, Name);
ObjectMgr::GetLocaleString(cl->Title, loc_idx, Title);
}
}
TC_LOG_DEBUG("network", "WORLD: CMSG_CREATURE_QUERY '%s' - Entry: %u.", ci->Name.c_str(), entry);
// guess size
WorldPacket data(SMSG_CREATURE_QUERY_RESPONSE, 100);
data << uint32(entry); // creature entry
data << Name;
data << uint8(0) << uint8(0) << uint8(0); // name2, name3, name4, always empty
data << Title;
data << ci->IconName; // "Directions" for guard, string for Icons 2.3.0
data << uint32(ci->type_flags); // flags
data << uint32(ci->type); // CreatureType.dbc
data << uint32(ci->family); // CreatureFamily.dbc
data << uint32(ci->rank); // Creature Rank (elite, boss, etc)
data << uint32(ci->KillCredit[0]); // new in 3.1, kill credit
data << uint32(ci->KillCredit[1]); // new in 3.1, kill credit
data << uint32(ci->Modelid1); // Modelid1
data << uint32(ci->Modelid2); // Modelid2
data << uint32(ci->Modelid3); // Modelid3
data << uint32(ci->Modelid4); // Modelid4
data << float(ci->ModHealth); // dmg/hp modifier
data << float(ci->ModMana); // dmg/mana modifier
data << uint8(ci->RacialLeader);
CreatureQuestItemList const* items = sObjectMgr->GetCreatureQuestItemList(entry);
if (items)
for (size_t i = 0; i < MAX_CREATURE_QUEST_ITEMS; ++i)
data << (i < items->size() ? uint32((*items)[i]) : uint32(0));
else
for (size_t i = 0; i < MAX_CREATURE_QUEST_ITEMS; ++i)
data << uint32(0);
data << uint32(ci->movementId); // CreatureMovementInfo.dbc
SendPacket(&data);
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_CREATURE_QUERY_RESPONSE");
}
else
{
TC_LOG_DEBUG("network", "WORLD: CMSG_CREATURE_QUERY - NO CREATURE INFO! (%s, ENTRY: %u)",
guid.ToString().c_str(), entry);
WorldPacket data(SMSG_CREATURE_QUERY_RESPONSE, 4);
data << uint32(entry | 0x80000000);
SendPacket(&data);
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_CREATURE_QUERY_RESPONSE");
}
}
开发者ID:AwkwardDev,项目名称:RE,代码行数:68,代码来源:QueryHandler.cpp
示例6: GetSessionDbLocaleIndex
/// Only _static_ data is sent in this packet !!!
void WorldSession::HandleCreatureQueryOpcode(WorldPacket & recv_data)
{
uint32 entry;
recv_data >> entry;
uint64 guid;
recv_data >> guid;
CreatureTemplate const *ci = sObjectMgr->GetCreatureTemplate(entry);
if (ci)
{
std::string Name, SubName;
Name = ci->Name;
SubName = ci->SubName;
int loc_idx = GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
if (CreatureLocale const *cl = sObjectMgr->GetCreatureLocale(entry))
{
sObjectMgr->GetLocaleString(cl->Name, loc_idx, Name);
sObjectMgr->GetLocaleString(cl->SubName, loc_idx, SubName);
}
}
sLog->outDetail("WORLD: CMSG_CREATURE_QUERY '%s' - Entry: %u.", ci->Name.c_str(), entry);
// guess size
WorldPacket data(SMSG_CREATURE_QUERY_RESPONSE, 100);
data << uint32(entry); // creature entry
data << Name;
data << uint8(0) << uint8(0) << uint8(0); // name2, name3, name4, always empty
data << uint8(0) << uint8(0) << uint8(0) << uint8(0); // Unk 1-4
data << SubName;
data << ci->IconName; // "Directions" for guard, string for Icons 2.3.0
data << uint32(ci->type_flags); // flags
data << uint32(0); // Unknown, 4.2.0
data << uint32(ci->type); // CreatureType.dbc
data << uint32(ci->family); // CreatureFamily.dbc
data << uint32(ci->rank); // Creature Rank (elite, boss, etc)
for (int i = 0; i < MAX_KILL_CREDIT; ++i)
data << uint32(ci->KillCredit[i]); // Kill Credits
for (int i = 0; i < MAX_MODELS; ++i)
data << uint32(ci->Modelid[i]); // Modelid1 - Modelid2 - Modelid3 - Modelid4
data << float(0); // dmg/hp modifier
data << float(0); // dmg/mana modifier
data << uint8(ci->RacialLeader);
for (uint32 i = 0; i < MAX_CREATURE_QUEST_ITEMS; ++i)
data << uint32(ci->questItems[i]); // itemId[6], quest drop
data << uint32(ci->movementId); // CreatureMovementInfo.dbc
data << uint32(0); // Expansion
SendPacket(&data);
sLog->outDebug("WORLD: Sent SMSG_CREATURE_QUERY_RESPONSE");
}
else
{
sLog->outDebug("WORLD: CMSG_CREATURE_QUERY - NO CREATURE INFO! (GUID: %u, ENTRY: %u)",
GUID_LOPART(guid), entry);
WorldPacket data(SMSG_CREATURE_QUERY_RESPONSE, 4);
data << uint32(entry | 0x80000000);
SendPacket(&data);
sLog->outDebug("WORLD: Sent SMSG_CREATURE_QUERY_RESPONSE");
}
}
开发者ID:felipefaundez7,项目名称:VoragineCore,代码行数:63,代码来源:QueryHandler.cpp
示例7: TC_LOG_DEBUG
void WorldSession::HandleNpcTextQueryOpcode(WorldPacket& recvData)
{
uint32 textID;
uint64 guid;
recvData >> textID;
TC_LOG_DEBUG("network", "WORLD: CMSG_NPC_TEXT_QUERY TextId: %u", textID);
recvData >> guid;
GossipText const* gossip = sObjectMgr->GetGossipText(textID);
WorldPacket data(SMSG_NPC_TEXT_UPDATE, 100); // guess size
data << textID;
if (!gossip)
{
for (uint8 i = 0; i < MAX_GOSSIP_TEXT_OPTIONS; ++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 text0[MAX_GOSSIP_TEXT_OPTIONS], text1[MAX_GOSSIP_TEXT_OPTIONS];
LocaleConstant locale = GetSessionDbLocaleIndex();
for (uint8 i = 0; i < MAX_GOSSIP_TEXT_OPTIONS; ++i)
{
BroadcastText const* bct = sObjectMgr->GetBroadcastText(gossip->Options[i].BroadcastTextID);
if (bct)
{
text0[i] = bct->GetText(locale, GENDER_MALE, true);
text1[i] = bct->GetText(locale, GENDER_FEMALE, true);
}
else
{
text0[i] = gossip->Options[i].Text_0;
text1[i] = gossip->Options[i].Text_1;
}
if (locale != DEFAULT_LOCALE && !bct)
{
if (NpcTextLocale const* npcTextLocale = sObjectMgr->GetNpcTextLocale(textID))
{
ObjectMgr::GetLocaleString(npcTextLocale->Text_0[i], locale, text0[i]);
ObjectMgr::GetLocaleString(npcTextLocale->Text_1[i], locale, text1[i]);
}
}
data << gossip->Options[i].Probability;
if (text0[i].empty())
data << text1[i];
else
data << text0[i];
if (text1[i].empty())
data << text0[i];
else
data << text1[i];
data << gossip->Options[i].Language;
for (uint8 j = 0; j < MAX_GOSSIP_TEXT_EMOTES; ++j)
{
data << gossip->Options[i].Emotes[j]._Delay;
data << gossip->Options[i].Emotes[j]._Emote;
}
}
}
SendPacket(&data);
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_NPC_TEXT_UPDATE");
}
开发者ID:AwkwardDev,项目名称:RE,代码行数:85,代码来源:QueryHandler.cpp
示例8: data
/// Only _static_ data is sent in this packet !!!
void WorldSession::HandleCreatureQueryOpcode(WorldPacket& recvData)
{
uint32 entry;
recvData >> entry;
WorldPacket data(SMSG_CREATURE_QUERY_RESPONSE);
data << uint32(entry); // creature entry
CreatureTemplate const* ci = sObjectMgr->GetCreatureTemplate(entry);
if (ci)
{
std::string Name, SubName;
Name = ci->Name;
SubName = ci->SubName;
int loc_idx = GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
if (CreatureLocale const* cl = sObjectMgr->GetCreatureLocale(entry))
{
ObjectMgr::GetLocaleString(cl->Name, loc_idx, Name);
ObjectMgr::GetLocaleString(cl->SubName, loc_idx, SubName);
}
}
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_CREATURE_QUERY '%s' - Entry: %u.", ci->Name.c_str(), entry);
data.WriteBit(1);//has data
data.WriteBits(8, 22);//questitems
data.WriteBits(0, 11);
data.WriteBit(ci->RacialLeader);
data.WriteBits(ci->IconName.length() + 1, 6);
data.WriteBits(Name.length() + 1, 11);
for (int i = 0; i < 7; i++)
data.WriteBits(0, 11); // name2, ..., name8
data.WriteBits(SubName.length() == 0 ? 0 : SubName.length() + 1, 11);
data.FlushBits();
data << uint32(ci->rank); // Creature Rank (elite, boss, etc)
data << uint32(ci->Modelid3); // Modelid3
data << uint32(ci->type); // CreatureType.dbc
data << uint32(ci->type_flags); // flags
data << uint32(ci->type_flags2); // unknown meaning
data << float(ci->ModMana); // dmg/mana modifier
data << uint32(ci->Modelid1); // Modelid1
data << float(1);
data.WriteString(Name);
data.WriteString(ci->IconName); // "Directions" for guard, string for Icons 2.3.0
data << uint32(ci->family); // CreatureFamily.dbc
data << uint32(ci->KillCredit[0]); // new in 3.1, kill credit
data.WriteString(SubName);
data << uint32(ci->movementId); // CreatureMovementInfo.dbc
data << uint32(ci->Modelid2); // Modelid2
data << float(1);
data << float(ci->ModHealth); // dmg/hp modifier
data << uint32(0);
for (uint32 i = 0; i < MAX_CREATURE_QUEST_ITEMS; ++i)
data << uint32(ci->questItems[i]); // itemId[6], quest drop
data << uint32(ci->Modelid4); // Modelid4
data << uint32(ci->KillCredit[1]); // new in 3.1, kill credit
data << uint32(ci->expansion); // Expansion Required
}
else
{
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_CREATURE_QUERY - NO CREATURE INFO! (ENTRY: %u)", entry);
data.WriteBit(0);
}
SendPacket(&data);
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_CREATURE_QUERY_RESPONSE");
}
开发者ID:heros,项目名称:LasCore,代码行数:74,代码来源:QueryHandler.cpp
示例9: GetSessionDbLocaleIndex
/// Only _static_ data is sent in this packet !!!
void WorldSession::HandleCreatureQueryOpcode(WorldPacket& recvData)
{
uint32 entry;
recvData >> entry;
ObjectGuid guid;
recvData >> guid;
CreatureTemplate const* creatureInfo = sObjectMgr->GetCreatureTemplate(entry);
if (creatureInfo)
{
std::string Name, FemaleName, Title;
Name = creatureInfo->Name;
FemaleName = creatureInfo->FemaleName;
Title = creatureInfo->Title;
LocaleConstant locale = GetSessionDbLocaleIndex();
if (locale >= 0)
{
if (CreatureLocale const* creatureLocale = sObjectMgr->GetCreatureLocale(entry))
{
ObjectMgr::GetLocaleString(creatureLocale->Name, locale, Name);
ObjectMgr::GetLocaleString(creatureLocale->FemaleName, locale, FemaleName);
ObjectMgr::GetLocaleString(creatureLocale->Title, locale, Title);
}
}
TC_LOG_DEBUG("network", "WORLD: CMSG_CREATURE_QUERY '%s' - Entry: %u.", creatureInfo->Name.c_str(), entry);
WorldPacket data(SMSG_CREATURE_QUERY_RESPONSE, 100); // guess size
data << uint32(entry); // creature entry
data << Name; // Name
for (uint8 i = 0; i < 3; i++)
data << uint8(0); // name2, ..., name3
data << FemaleName; // FemaleName
for (uint8 i = 0; i < 3; i++)
data << uint8(0); // name5, ..., name8
data << Title; // Title
data << creatureInfo->IconName; // "Directions" for guard, string for Icons 2.3.0
data << uint32(creatureInfo->type_flags); // flags
data << uint32(creatureInfo->type_flags2); // unknown meaning
data << uint32(creatureInfo->type); // CreatureType.dbc
data << uint32(creatureInfo->family); // CreatureFamily.dbc
data << uint32(creatureInfo->rank); // Creature Rank (elite, boss, etc)
data << uint32(creatureInfo->KillCredit[0]); // new in 3.1, kill credit
data << uint32(creatureInfo->KillCredit[1]); // new in 3.1, kill credit
data << uint32(creatureInfo->Modelid1); // Modelid1
data << uint32(creatureInfo->Modelid2); // Modelid2
data << uint32(creatureInfo->Modelid3); // Modelid3
data << uint32(creatureInfo->Modelid4); // Modelid4
data << float(creatureInfo->ModHealth); // dmg/hp modifier
data << float(creatureInfo->ModMana); // dmg/mana modifier
data << uint8(creatureInfo->RacialLeader); // RacialLeader
data << uint32(creatureInfo->movementId); // CreatureMovementInfo.dbc
data << uint32(creatureInfo->expansionUnknown); // unknown meaning
SendPacket(&data);
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_CREATURE_QUERY_RESPONSE");
}
else
{
TC_LOG_DEBUG("network", "WORLD: CMSG_CREATURE_QUERY - NO CREATURE INFO! (%s, ENTRY: %u)",
guid.ToString().c_str(), entry);
WorldPacket data(SMSG_CREATURE_QUERY_RESPONSE, 4);
data << uint32(entry | 0x80000000);
SendPacket(&data);
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_CREATURE_QUERY_RESPONSE");
}
}
开发者ID:DSlayerMan,项目名称:VortexCore434,代码行数:76,代码来源:QueryHandler.cpp
示例10:
const char * WorldSession::GetWOPCCOREString( int32 entry ) const
{
return sObjectMgr.GetWOPCCOREString(entry,GetSessionDbLocaleIndex());
}
开发者ID:Sanzzes,项目名称:wopc-core,代码行数:4,代码来源:WorldSession.cpp
示例11: GetPlayer
void WorldSession::HandleNpcTextQueryOpcode(WorldPacket & recv_data)
{
uint32 textID;
uint64 guid;
recv_data >> textID;
sLog.outDetail("WORLD: CMSG_NPC_TEXT_QUERY ID '%u'", textID);
recv_data >> guid;
GetPlayer()->SetUInt64Value(UNIT_FIELD_TARGET, guid);
GossipText const* pGossip = objmgr.GetGossipText(textID);
WorldPacket data(SMSG_NPC_TEXT_UPDATE, 100); // guess size
data << textID;
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 = GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textID);
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];
}
}
}
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;
}
}
}
SendPacket(&data);
sLog.outDebug("WORLD: Sent SMSG_NPC_TEXT_UPDATE");
}
开发者ID:Elevim,项目名称:RG-332,代码行数:85,代码来源:QueryHandler.cpp
示例12: GetSessionDbLocaleIndex
// Only _static_ data send in this packet !!!
void WorldSession::HandleItemQuerySingleOpcode(WorldPacket & recv_data)
{
//sLog.outDebug("WORLD: CMSG_ITEM_QUERY_SINGLE");
uint32 item;
recv_data >> item;
sLog.outDetail("STORAGE: Item Query = %u", item);
ItemPrototype const *pProto = sObjectMgr.GetItemPrototype(item);
if (pProto)
{
std::string Name = pProto->Name1;
std::string Description = pProto->Description;
int loc_idx = GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
if (ItemLocale const *il = sObjectMgr.GetItemLocale(pProto->ItemId))
{
sObjectMgr.GetLocaleString(il->Name, loc_idx, Name);
sObjectMgr.GetLocaleString(il->Description, loc_idx, Description);
}
}
// Premiere partie, item.dbc
WorldPacket data(SMSG_ITEM_QUERY_SINGLE_RESPONSE, 12*4);
data << uint32(0x22); // Random uint32 4.0.1
data << uint32(0x50238EC2); // Random uint32 4.0.1
data << pProto->ItemId;
data << uint32(0x20);
data << pProto->ItemId;
data << pProto->Class;
data << pProto->SubClass;
data << int32(-1);
data << pProto->Material;
data << pProto->DisplayInfoID;
data << pProto->InventoryType;
data << pProto->Sheath;
SendPacket(&data);
uint32 bytecount = 0;
// Deuxieme parti, sparse-item.db2
data.Initialize(SMSG_ITEM_QUERY_SINGLE_RESPONSE, 600);
data << uint32(0x22); // Random uint32 4.0.1
data << uint32(0x919BE54E); // Random uint32 4.0.1
data << pProto->ItemId;
size_t pos = data.wpos();
data << uint32(bytecount);
data << pProto->ItemId;
data << pProto->Quality;
data << pProto->Flags;
data << pProto->Flags2;
data << pProto->BuyPrice;
data << pProto->SellPrice;
data << pProto->InventoryType;
data << pProto->AllowableClass;
data << pProto->AllowableRace;
data << pProto->ItemLevel;
data << pProto->RequiredLevel;
data << pProto->RequiredSkill;
data << pProto->RequiredSkillRank;
data << pProto->RequiredSpell;
data << pProto->RequiredHonorRank;
data << pProto->RequiredCityRank;
data << pProto->RequiredReputationFaction;
data << pProto->RequiredReputationRank;
data << int32(pProto->MaxCount);
data << int32(pProto->Stackable);
data << pProto->ContainerSlots;
for (uint32 i = 0; i < 10; ++i)
data << pProto->ItemStat[i].ItemStatType;
for (uint32 i = 0; i < 10; ++i)
data << pProto->ItemStat[i].ItemStatValue;
for (uint32 i = 0; i < 10; ++i)
data << uint32(0); // 4.0.0
for (uint32 i = 0; i < 10; ++i)
data << uint32(0); // 4.0.0
data << pProto->ScalingStatDistribution; // scaling stats distribution
// data << pProto->ScalingStatValue; // some kind of flags used to determine stat values column
//for (int i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i)
//{
// data << pProto->Damage[i].DamageMin;
// data << pProto->Damage[i].DamageMax;
// data << pProto->Damage[i].DamageType;
//}
// resistances (7)
//data << pProto->Armor;
//data << pProto->HolyRes;
//data << pProto->FireRes;
//data << pProto->NatureRes;
//data << pProto->FrostRes;
//data << pProto->ShadowRes;
//data << pProto->ArcaneRes;
data << uint32(0); // DamageType
//.........这里部分代码省略.........
开发者ID:AdrElecTro,项目名称:CactusEMU,代码行数:101,代码来源:ItemHandler.cpp
示例13: DETAIL_LOG
// Only _static_ data send in this packet !!!
void WorldSession::HandleItemQuerySingleOpcode(WorldPacket& recv_data)
{
// DEBUG_LOG("WORLD: CMSG_ITEM_QUERY_SINGLE");
uint32 item;
recv_data >> item;
recv_data.read_skip<uint64>(); // guid
DETAIL_LOG("STORAGE: Item Query = %u", item);
ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(item);
if (pProto)
{
int loc_idx = GetSessionDbLocaleIndex();
std::string name = pProto->Name1;
std::string description = pProto->Description;
sObjectMgr.GetItemLocaleStrings(pProto->ItemId, loc_idx, &name, &description);
// guess size
WorldPacket data(SMSG_ITEM_QUERY_SINGLE_RESPONSE, 600);
data << pProto->ItemId;
data << pProto->Class;
// client known only 0 subclass (and 1-2 obsolute subclasses)
data << (pProto->Class == ITEM_CLASS_CONSUMABLE ? uint32(0) : pProto->SubClass);
data << name;
data << uint8(0x00); // pProto->Name2; // blizz not send name there, just uint8(0x00); <-- \0 = empty string = empty name...
data << uint8(0x00); // pProto->Name3; // blizz not send name there, just uint8(0x00);
data << uint8(0x00); // pProto->Name4; // blizz not send name there, just uint8(0x00);
data << pProto->DisplayInfoID;
data << pProto->Quality;
data << pProto->Flags;
data << pProto->BuyPrice;
data << pProto->SellPrice;
data << pProto->InventoryType;
data << pProto->AllowableClass;
data << pProto->AllowableRace;
data << pProto->ItemLevel;
data << pProto->RequiredLevel;
data << pProto->RequiredSkill;
data << pProto->RequiredSkillRank;
data << pProto->RequiredSpell;
data << pProto->RequiredHonorRank;
data << pProto->RequiredCityRank;
data << pProto->RequiredReputationFaction;
data << (pProto->RequiredReputationFaction > 0 ? pProto->RequiredReputationRank : 0); // send value only if reputation faction id setted ( needed for some items)
data << pProto->MaxCount;
data << pProto->Stackable;
data << pProto->ContainerSlots;
for (int i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
{
data << pProto->ItemStat[i].ItemStatType;
data << pProto->ItemStat[i].ItemStatValue;
}
for (int i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i)
{
data << pProto->Damage[i].DamageMin;
data << pProto->Damage[i].DamageMax;
data << pProto->Damage[i].DamageType;
}
// resistances (7)
data << pProto->Armor;
data << pProto->HolyRes;
data << pProto->FireRes;
data << pProto->NatureRes;
data << pProto->FrostRes;
data << pProto->ShadowRes;
data << pProto->ArcaneRes;
data << pProto->Delay;
data << pProto->AmmoType;
data << (float)pProto->RangedModRange;
for (int s = 0; s < MAX_ITEM_PROTO_SPELLS; ++s)
{
// send DBC data for cooldowns in same way as it used in Spell::SendSpellCooldown
// use `item_template` or if not set then only use spell cooldowns
SpellEntry const* spell = sSpellStore.LookupEntry(pProto->Spells[s].SpellId);
if (spell)
{
bool db_data = pProto->Spells[s].SpellCooldown >= 0 || pProto->Spells[s].SpellCategoryCooldown >= 0;
data << pProto->Spells[s].SpellId;
data << pProto->Spells[s].SpellTrigger;
data << uint32(-abs(pProto->Spells[s].SpellCharges));
if (db_data)
{
data << uint32(pProto->Spells[s].SpellCooldown);
data << uint32(pProto->Spells[s].SpellCategory);
data << uint32(pProto->Spells[s].SpellCategoryCooldown);
}
else
{
data << uint32(spell->RecoveryTime);
data << uint32(spell->Category);
data << uint32(spell->CategoryRecoveryTime);
}
//.........这里部分代码省略.........
开发者ID:Calixa,项目名称:server,代码行数:101,代码来源:ItemHandler.cpp
示例14: GetSessionDbLocaleIndex
const char *WorldSession::GetQuantumSystemText(int32 entry) const
{
return sObjectMgr->GetQuantumSystemText(entry, GetSessionDbLocaleIndex());
}
开发者ID:boom8866,项目名称:new,代码行数:4,代码来源:WorldSession.cpp
示例15: CHECK_PACKET_SIZE
/// Only _static_ data send in this packet !!!
void WorldSession::HandleCreatureQueryOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,4+8);
uint32 entry;
recv_data >> entry;
CreatureInfo const *ci = objmgr.GetCreatureTemplate(entry);
if (ci)
{
std::string Name, SubName;
Name = ci->Name;
SubName = ci->SubName;
int loc_idx = GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
CreatureLocale const *cl = objmgr.GetCreatureLocale(entry);
if (cl)
{
if (cl->Name.size() > size_t(loc_idx) && !cl->Name[loc_idx].empty())
Name = cl->Name[loc_idx];
if (cl->SubName.size() > size_t(loc_idx) && !cl->SubName[loc_idx].empty())
SubName = cl->SubName[loc_idx];
}
}
sLog.outDetail("WORLD: CMSG_CREATURE_QUERY '%s' - Entry: %u.", ci->Name, entry);
// guess size
WorldPacket data( SMSG_CREATURE_QUERY_RESPONSE, 100 );
data << uint32(entry); // creature entry
data << Name;
data << uint8(0) << uint8(0) << uint8(0); // name2, name3, name4, always empty
data << SubName;
data << ci->IconName; // "Directions" for guard, string for Icons 2.3.0
data << uint32(ci->type_flags); // flags
data << uint32(ci->type); // CreatureType.dbc
data << uint32(ci->family); // CreatureFamily.dbc
data << uint32(ci->rank); // Creature Rank (elite, boss, etc)
data << uint32(ci->unk1); // new in 3.1, creature entry?
data << uint32(ci->unk2); // new in 3.1, creature entry?
data << uint32(ci->DisplayID_A[0]); // modelid_male1
data << uint32(ci->DisplayID_H[0]); // modelid_female1 ?
data << uint32(ci->DisplayID_A[1]); // modelid_male2 ?
data << uint32(ci->DisplayID_H[1]); // modelid_femmale2 ?
data << float(ci->unk16); // unk
data << float(ci->unk17); // unk
data << uint8(ci->RacialLeader);
for(uint32 i = 0; i < 4; ++i)
data << uint32(ci->que
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