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C++ AddQuestLevelToTitle函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中AddQuestLevelToTitle函数的典型用法代码示例。如果您正苦于以下问题:C++ AddQuestLevelToTitle函数的具体用法?C++ AddQuestLevelToTitle怎么用?C++ AddQuestLevelToTitle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AddQuestLevelToTitle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: AddQuestLevelToTitle

void PlayerMenu::SendQuestGiverOfferReward(Quest const* quest, ObjectGuid npcGUID, bool enableNext) const
{
    std::string questTitle              = quest->GetLogTitle();
    std::string questOfferRewardText    = quest->GetOfferRewardText();
    std::string portraitGiverText       = quest->GetPortraitGiverText();
    std::string portraitGiverName       = quest->GetPortraitGiverName();
    std::string portraitTurnInText      = quest->GetPortraitTurnInText();
    std::string portraitTurnInName      = quest->GetPortraitTurnInName();

    LocaleConstant locale = _session->GetSessionDbLocaleIndex();
    if (locale >= LOCALE_enUS)
    {
        if (QuestTemplateLocale const* questTemplateLocale = sObjectMgr->GetQuestLocale(quest->GetQuestId()))
        {
            ObjectMgr::GetLocaleString(questTemplateLocale->LogTitle,           locale, questTitle);
            ObjectMgr::GetLocaleString(questTemplateLocale->OfferRewardText,    locale, questOfferRewardText);
            ObjectMgr::GetLocaleString(questTemplateLocale->PortraitGiverText,  locale, portraitGiverText);
            ObjectMgr::GetLocaleString(questTemplateLocale->PortraitGiverName,  locale, portraitGiverName);
            ObjectMgr::GetLocaleString(questTemplateLocale->PortraitTurnInText, locale, portraitTurnInText);
            ObjectMgr::GetLocaleString(questTemplateLocale->PortraitTurnInName, locale, portraitTurnInName);
        }
    }

    if (sWorld->getBoolConfig(CONFIG_UI_QUESTLEVELS_IN_DIALOGS))
        AddQuestLevelToTitle(questTitle, quest->GetQuestLevel());

    WorldPackets::Quest::QuestGiverOfferRewardMessage packet;
    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 = enableNext;
    offer.SuggestedPartyMembers = quest->GetSuggestedPlayers();

    for (uint32 i = 0; i < QUEST_EMOTE_COUNT && quest->OfferRewardEmote[i]; ++i)
        offer.Emotes.push_back(WorldPackets::Quest::QuestDescEmote(quest->OfferRewardEmote[i], quest->OfferRewardEmoteDelay[i]));

    offer.QuestFlags[0] = quest->GetFlags();
    offer.QuestFlags[1] = quest->GetFlagsEx();

    packet.QuestTitle = questTitle;
    packet.RewardText = questOfferRewardText;
    packet.PortraitTurnIn = quest->GetQuestTurnInPortrait();
    packet.PortraitGiver = quest->GetQuestGiverPortrait();
    packet.PortraitGiverText = portraitGiverText;
    packet.PortraitGiverName = portraitGiverName;
    packet.PortraitTurnInText = portraitTurnInText;
    packet.PortraitTurnInName = portraitTurnInName;
    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());
}
开发者ID:Diyvol,项目名称:TrinityCore,代码行数:59,代码来源:GossipDef.cpp


示例2: data

void PlayerMenu::SendQuestGiverQuestList(QEmote eEmote, const std::string& Title, uint64 npcGuid)
{
    ObjectGuid guid = npcGuid;
    uint32 count = 0;

    WorldPacket data(SMSG_QUESTGIVER_QUEST_LIST, 100);      // guess size
    data << guid;
    data << int32(eEmote._Emote);
    data << int32(eEmote._Delay);

    size_t countPos = data.wpos();
    data << uint32(count);

    // Store this instead of checking the Singleton every loop iteration
    bool questLevelInTitle = sWorld->getBoolConfig(CONFIG_UI_QUESTLEVELS_IN_DIALOGS);

    for (uint32 i = 0; i < _questMenu.GetMenuItemCount(); ++i)
    {
        QuestMenuItem const& qmi = _questMenu.GetItem(i);

        uint32 questID = qmi.QuestId;

        if (Quest const* quest = sObjectMgr->GetQuestTemplate(questID))
        {
            ++count;
            std::string title = quest->GetTitle();

            int32 locale = _session->GetSessionDbLocaleIndex();
            if (locale >= 0)
                if (QuestLocale const* localeData = sObjectMgr->GetQuestLocale(questID))
                    ObjectMgr::GetLocaleString(localeData->Title, locale, title);

            if (questLevelInTitle)
                AddQuestLevelToTitle(title, quest->GetQuestLevel());

            data << int32(questID);
            data << int32(qmi.QuestIcon);
            data << int32(quest->GetQuestLevel());
            data << int32(quest->GetFlags());
            data << int32(quest->GetFlags2());

            data.WriteBit(quest->IsRepeatable());
            data.WriteBits(quest->GetTitle().size(), 9);
            data.FlushBits();

            data.WriteString(quest->GetTitle());
        }
    }

    data.WriteBits(Title.size(), 11);
    data.FlushBits();

    data.WriteString(Title);

    data.put<uint32>(countPos, count);
    _session->SendPacket(&data);

    TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTGIVER_QUEST_LIST NPC Guid=%u", GUID_LOPART(npcGuid));
}
开发者ID:Tomoaniki,项目名称:SkyFire_6xx,代码行数:59,代码来源:GossipDef.cpp


示例3: data

void PlayerMenu::SendGossipMenu(uint32 titleTextId, uint64 objectGUID)
{
    _gossipMenu.SetSenderGUID(objectGUID);

    WorldPacket data(SMSG_GOSSIP_MESSAGE, 100);         // guess size
    data << uint64(objectGUID);
    data << uint32(_gossipMenu.GetMenuId());            // new 2.4.0
    data << uint32(titleTextId);
    data << uint32(_gossipMenu.GetMenuItemCount());     // max count 0x10

    for (GossipMenuItemContainer::const_iterator itr = _gossipMenu.GetMenuItems().begin(); itr != _gossipMenu.GetMenuItems().end(); ++itr)
    {
        GossipMenuItem const& item = itr->second;
        data << uint32(itr->first);
        data << uint8(item.MenuItemIcon);
        data << uint8(item.IsCoded);                    // makes pop up box password
        data << uint32(item.BoxMoney);                  // money required to open menu, 2.0.3
        data << item.Message;                           // text for gossip item
        data << item.BoxMessage;                        // accept text (related to money) pop up box, 2.0.3
    }

    size_t count_pos = data.wpos();
    data << uint32(0);                                  // max count 0x20
    uint32 count = 0;

    // Store this instead of checking the Singleton every loop iteration
    bool questLevelInTitle = sWorld->getBoolConfig(CONFIG_UI_QUESTLEVELS_IN_DIALOGS);

    for (uint8 i = 0; i < _questMenu.GetMenuItemCount(); ++i)
    {
        QuestMenuItem const& item = _questMenu.GetItem(i);
        uint32 questID = item.QuestId;
        if (Quest const* quest = sObjectMgr->GetQuestTemplate(questID))
        {
            ++count;
            data << uint32(questID);
            data << uint32(item.QuestIcon);
            data << int32(quest->GetQuestLevel());
            data << uint32(quest->GetFlags());              // 3.3.3 quest flags
            data << uint8(0);                               // 3.3.3 changes icon: blue question or yellow exclamation
            std::string title = quest->GetTitle();

            int32 locale = _session->GetSessionDbLocaleIndex();
            if (locale >= 0)
                if (QuestLocale const* localeData = sObjectMgr->GetQuestLocale(questID))
                    ObjectMgr::GetLocaleString(localeData->Title, locale, title);

            if (questLevelInTitle)
                AddQuestLevelToTitle(title, quest->GetQuestLevel());

            data << title;                                  // max 0x200
        }
    }

    data.put<uint8>(count_pos, count);
    _session->SendPacket(&data);
}
开发者ID:maxtros,项目名称:ArkCORE-NG,代码行数:57,代码来源:GossipDef.cpp


示例4: data

void PlayerMenu::SendGossipMenu(uint32 TitleTextId, uint64 objectGUID)
{
    WorldPacket data(SMSG_GOSSIP_MESSAGE, (100));           // guess size
    data << uint64(objectGUID);
    data << uint32(mGossipMenu.GetMenuId());                // new 2.4.0
    data << uint32(TitleTextId);
    data << uint32(mGossipMenu.MenuItemCount());            // max count 0x20

    for (uint32 iI = 0; iI < mGossipMenu.MenuItemCount(); ++iI)
    {
        GossipMenuItem const& gItem = mGossipMenu.GetItem(iI);
        data << uint32(iI);
        data << uint8(gItem.m_gIcon);
        data << uint8(gItem.m_gCoded);                      // makes pop up box password
        data << uint32(gItem.m_gBoxMoney);                  // money required to open menu, 2.0.3
        data << gItem.m_gMessage;                           // text for gossip item, max 0x800
        data << gItem.m_gBoxMessage;                        // accept text (related to money) pop up box, 2.0.3, max 0x800
    }

    data << uint32(mQuestMenu.MenuItemCount());           // max count 0x20

    // Store this instead of checking the Singleton every loop iteration
    bool questLevelInTitle = sWorld.getConfig(CONFIG_UI_QUESTLEVELS_IN_DIALOGS);

    for (uint32 iI = 0; iI < mQuestMenu.MenuItemCount(); ++iI)
    {
        QuestMenuItem const& qItem = mQuestMenu.GetItem(iI);
        uint32 questID = qItem.m_qId;
        Quest const* pQuest = sObjectMgr.GetQuestTemplate(questID);

        data << uint32(questID);
        data << uint32(qItem.m_qIcon);
        data << int32(pQuest->GetQuestLevel());
        std::string Title = pQuest->GetTitle();

        int loc_idx = pSession->GetSessionDbLocaleIndex();
        if (loc_idx >= 0)
            if (QuestLocale const* ql = sObjectMgr.GetQuestLocale(questID))
                if (ql->Title.size() > uint32(loc_idx) && !ql->Title[loc_idx].empty())
                    Title = ql->Title[loc_idx];

        if (questLevelInTitle)
            AddQuestLevelToTitle(Title, pQuest->GetQuestLevel());

        data << Title;
    }

    pSession->SendPacket(&data);
}
开发者ID:Phentora,项目名称:OregonCore,代码行数:49,代码来源:GossipDef.cpp


示例5: data

void PlayerMenu::SendQuestGiverQuestList(QEmote eEmote, const std::string& Title, uint64 npcGUID)
{
    WorldPacket data(SMSG_QUESTGIVER_QUEST_LIST, 100);    // guess size
    data << uint64(npcGUID);
    data << Title;
    data << uint32(eEmote._Delay);                         // player emote
    data << uint32(eEmote._Emote);                         // NPC emote

    size_t count_pos = data.wpos();
    data << uint8 (0);
    uint32 count = 0;

    // Store this instead of checking the Singleton every loop iteration
    bool questLevelInTitle = sWorld->getBoolConfig(CONFIG_UI_QUESTLEVELS_IN_DIALOGS);

    for (uint32 i = 0; i < _questMenu.GetMenuItemCount(); ++i)
    {
        QuestMenuItem const& qmi = _questMenu.GetItem(i);

        uint32 questID = qmi.QuestId;

        if (Quest const* quest = sObjectMgr->GetQuestTemplate(questID))
        {
            ++count;
            std::string title = quest->GetTitle();

            int32 locale = _session->GetSessionDbLocaleIndex();
            if (locale >= 0)
                if (QuestLocale const* localeData = sObjectMgr->GetQuestLocale(questID))
                    ObjectMgr::GetLocaleString(localeData->Title, locale, title);

            if (questLevelInTitle)
                AddQuestLevelToTitle(title, quest->GetQuestLevel());

            data << uint32(questID);
            data << uint32(qmi.QuestIcon);
            data << int32(quest->GetQuestLevel());
            data << uint32(quest->GetFlags());             // 3.3.3 quest flags
            data << uint8(0);                               // 3.3.3 changes icon: blue question or yellow exclamation
            data << title;
        }
    }

    data.put<uint8>(count_pos, count);
    _session->SendPacket(&data);
    TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTGIVER_QUEST_LIST NPC Guid=%u", GUID_LOPART(npcGUID));
}
开发者ID:Walkum,项目名称:SkyFire_5xx,代码行数:47,代码来源:GossipDef.cpp


示例6: if

void PlayerMenu::SendQuestGiverQuestList(ObjectGuid guid)
{
    WorldPackets::Quest::QuestGiverQuestList questList;
    questList.QuestGiverGUID = guid;

    if  (QuestGreeting const* questGreeting = sObjectMgr->GetQuestGreeting(guid))
    {
        questList.GreetEmoteDelay = questGreeting->greetEmoteDelay;
        questList.GreetEmoteType = questGreeting->greetEmoteType;
        questList.Greeting = questGreeting->greeting;
    }
    else
        TC_LOG_ERROR("misc", "Guid: %s - No quest greeting found.", guid.ToString().c_str());

    // Store this instead of checking the Singleton every loop iteration
    bool questLevelInTitle = sWorld->getBoolConfig(CONFIG_UI_QUESTLEVELS_IN_DIALOGS);

    for (uint32 i = 0; i < _questMenu.GetMenuItemCount(); ++i)
    {
        QuestMenuItem const& questMenuItem = _questMenu.GetItem(i);

        uint32 questID = questMenuItem.QuestId;

        if (Quest const* quest = sObjectMgr->GetQuestTemplate(questID))
        {
            std::string title = quest->GetLogTitle();

            LocaleConstant localeConstant = _session->GetSessionDbLocaleIndex();
            if (localeConstant >= LOCALE_enUS)
                if (QuestTemplateLocale const* questTemplateLocale = sObjectMgr->GetQuestLocale(questID))
                    ObjectMgr::GetLocaleString(questTemplateLocale->LogTitle, localeConstant, title);

            if (questLevelInTitle)
                AddQuestLevelToTitle(title, quest->GetQuestLevel());

            bool repeatable = false; // NYI
            bool ignored = false; // NYI

            questList.GossipTexts.push_back(WorldPackets::Quest::GossipTextData(questID, questMenuItem.QuestIcon, quest->GetQuestLevel(), quest->GetFlags(), quest->GetFlagsEx(), repeatable, ignored, title));
        }
    }

    _session->SendPacket(questList.Write());
    TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUEST_GIVER_QUEST_LIST_MESSAGE NPC=%s", guid.ToString().c_str());
}
开发者ID:Diyvol,项目名称:TrinityCore,代码行数:45,代码来源:GossipDef.cpp


示例7: text

void PlayerMenu::SendGossipMenu(uint32 titleTextId, ObjectGuid objectGUID)
{
    _gossipMenu.SetSenderGUID(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
        ++count;
    }

    // Store this instead of checking the Singleton every loop iteration
    bool questLevelInTitle = sWorld->getBoolConfig(CONFIG_UI_QUESTLEVELS_IN_DIALOGS);

    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.QuestType = item.QuestIcon;
            text.QuestLevel = quest->GetQuestLevel();
            text.QuestFlags[0] = quest->GetFlags();
            text.QuestFlags[1] = quest->GetFlagsEx();
            text.Repeatable = quest->IsRepeatable();

            std::string title = quest->GetLogTitle();
            LocaleConstant localeConstant = _session->GetSessionDbLocaleIndex();
            if (localeConstant >= LOCALE_enUS)
                if (QuestTemplateLocale const* localeData = sObjectMgr->GetQuestLocale(questID))
                    ObjectMgr::GetLocaleString(localeData->LogTitle, localeConstant, title);

            if (questLevelInTitle)
                AddQuestLevelToTitle(title, quest->GetQuestLevel());

            text.QuestTitle = title;
            ++count;
        }
    }

    // Shrink to the real size
    packet.GossipText.resize(count);

    _session->SendPacket(packet.Write());
}
开发者ID:Diyvol,项目名称:TrinityCore,代码行数:62,代码来源:GossipDef.cpp


示例8: AddQuestLevelToTitle

void PlayerMenu::SendQuestGiverOfferReward(Quest const* quest, uint64 npcGuid, bool enableNext) const
{
    std::string questTitle = quest->GetTitle();
    std::string questOfferRewardText = quest->GetOfferRewardText();
    std::string questGiverTextWindow = quest->GetQuestGiverTextWindow();
    std::string questGiverTargetName = quest->GetQuestGiverTargetName();
    std::string questTurnTextWindow = quest->GetQuestTurnTextWindow();
    std::string questTurnTargetName = quest->GetQuestTurnTargetName();

    int32 locale = _session->GetSessionDbLocaleIndex();
    if (locale >= 0)
    {
        if (QuestLocale const* localeData = sObjectMgr->GetQuestLocale(quest->GetQuestId()))
        {
            ObjectMgr::GetLocaleString(localeData->Title, locale, questTitle);
            ObjectMgr::GetLocaleString(localeData->OfferRewardText, locale, questOfferRewardText);
            ObjectMgr::GetLocaleString(localeData->QuestGiverTextWindow, locale, questGiverTextWindow);
            ObjectMgr::GetLocaleString(localeData->QuestGiverTargetName, locale, questGiverTargetName);
            ObjectMgr::GetLocaleString(localeData->QuestTurnTextWindow, locale, questTurnTextWindow);
            ObjectMgr::GetLocaleString(localeData->QuestTurnTargetName, locale, questTurnTargetName);
        }
    }

    if (sWorld->getBoolConfig(CONFIG_UI_QUESTLEVELS_IN_DIALOGS))
        AddQuestLevelToTitle(questTitle, quest->GetQuestLevel());

    uint32 rewItemDisplayId[QUEST_REWARDS_COUNT];
    for (uint8 i = 0; i < QUEST_REWARDS_COUNT; i++)
    {
        ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(quest->RewardItemId[i]);
        rewItemDisplayId[i] = itemTemplate ? itemTemplate->DisplayInfoID : 0;
    }

    uint32 rewChoiceItemDisplayId[QUEST_REWARD_CHOICES_COUNT];
    for (uint8 i = 0; i < QUEST_REWARD_CHOICES_COUNT; i++)
    {
        ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(quest->RewardChoiceItemId[i]);
        rewChoiceItemDisplayId[i] = itemTemplate ? itemTemplate->DisplayInfoID : 0;
    }

    uint32 rewEmoteCount = 0;
    for (uint8 i = 0; i < QUEST_EMOTE_COUNT; i++)
    {
        if (quest->OfferRewardEmote[i] <= 0)
            break;

        rewEmoteCount++;
    }

    /*
     *  TODO: Quest System
     *
     *  Finish structure, missing values:
     *      SuggestedPartyMembers, FactionFlags, SkillLineID, NumSkillUps, SpellCompletionID, SpellCompletionDisplayID
     */

    ObjectGuid guid = npcGuid;

    WorldPacket data(SMSG_QUESTGIVER_OFFER_REWARD, 50);     // guess size
    data << uint32(quest->RewardItemIdCount[2]);
    data << uint32(quest->GetQuestId());
    data << uint32(quest->RewardItemId[3]);
    data << uint32(rewChoiceItemDisplayId[2]);

    for (uint8 i = 0; i < QUEST_REPUTATIONS_COUNT; i++)
    {
        data << uint32(quest->RewardFactionId[i]);
        data << uint32(quest->RewardFactionValueId[i]);
        data << uint32(quest->RewardFactionValueIdOverride[i]);
    }

    data << uint32(quest->RewardItemIdCount[0]);
    data << uint32(quest->RewardItemIdCount[3]);
    data << uint32(rewItemDisplayId[3]);
    data << uint32(quest->RewardItemId[1]);
    data << uint32(quest->RewardChoiceItemId[3]);
    data << uint32(rewChoiceItemDisplayId[3]);
    data << uint32(quest->GetRewChoiceItemsCount());
    data << uint32(quest->GetRewSpellCast());
    data << uint32(rewItemDisplayId[1]);
    data << uint32(quest->RewardChoiceItemCount[5]);
    data << uint32(rewChoiceItemDisplayId[4]);
    data << uint32(quest->RewardChoiceItemCount[1]);
    data << uint32(rewChoiceItemDisplayId[0]);
    data << uint32(rewItemDisplayId[0]);
    data << uint32(quest->GetRewardPackageItemId());
    data << uint32(0);                                      // model Id, usually used in wanted or boss quests
    data << uint32(quest->RewardItemIdCount[1]);
    data << uint32(0);
    data << uint32(quest->RewardChoiceItemId[0]);
    data << uint32(quest->RewardChoiceItemCount[3]);
    data << uint32(quest->RewardChoiceItemCount[4]);
    data << uint32(quest->RewardChoiceItemId[1]);
    data << uint32(quest->GetBonusTalents());
    data << uint32(0);

    for (uint8 i = 0; i < QUEST_REWARD_CURRENCY_COUNT; i++)
    {
        data << uint32(quest->RewardCurrencyId[i]);
        data << uint32(quest->RewardCurrencyCount[i]);
//.........这里部分代码省略.........
开发者ID:Ayik0,项目名称:DeathCore_5.4.8,代码行数:101,代码来源:GossipDef.cpp


示例9: AddQuestLevelToTitle

void PlayerMenu::SendQuestGiverOfferReward(Quest const* quest, uint64 npcGUID, bool enableNext) const
{
    std::string questTitle = quest->GetTitle();
    std::string questOfferRewardText = quest->GetOfferRewardText();

    int32 locale = _session->GetSessionDbLocaleIndex();
    if (locale >= 0)
    {
        if (QuestLocale const* localeData = sObjectMgr->GetQuestLocale(quest->GetQuestId()))
        {
            ObjectMgr::GetLocaleString(localeData->Title, locale, questTitle);
            ObjectMgr::GetLocaleString(localeData->OfferRewardText, locale, questOfferRewardText);
        }
    }

    if (sWorld->getBoolConfig(CONFIG_UI_QUESTLEVELS_IN_DIALOGS))
        AddQuestLevelToTitle(questTitle, quest->GetQuestLevel());

    WorldPacket data(SMSG_QUESTGIVER_OFFER_REWARD, 50);     // guess size
    data << uint64(npcGUID);
    data << uint32(quest->GetQuestId());
    data << questTitle;
    data << questOfferRewardText;

    data << uint8(enableNext ? 1 : 0);                      // Auto Finish
    data << uint32(quest->GetFlags());                      // 3.3.3 questFlags
    data << uint32(quest->GetSuggestedPlayers());           // SuggestedGroupNum

    uint32 emoteCount = 0;
    for (uint8 i = 0; i < QUEST_EMOTE_COUNT; ++i)
    {
        if (quest->OfferRewardEmote[i] <= 0)
            break;
        ++emoteCount;
    }

    data << emoteCount;                                     // Emote Count
    for (uint8 i = 0; i < emoteCount; ++i)
    {
        data << uint32(quest->OfferRewardEmoteDelay[i]);    // Delay Emote
        data << uint32(quest->OfferRewardEmote[i]);
    }

    data << uint32(quest->GetRewChoiceItemsCount());
    for (uint32 i=0; i < quest->GetRewChoiceItemsCount(); ++i)
    {
        data << uint32(quest->RewardChoiceItemId[i]);
        data << uint32(quest->RewardChoiceItemCount[i]);

        if (ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(quest->RewardChoiceItemId[i]))
            data << uint32(itemTemplate->DisplayInfoID);
        else
            data << uint32(0);
    }

    data << uint32(quest->GetRewItemsCount());
    for (uint32 i = 0; i < quest->GetRewItemsCount(); ++i)
    {
        data << uint32(quest->RewardItemId[i]);
        data << uint32(quest->RewardItemIdCount[i]);

        if (ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(quest->RewardItemId[i]))
            data << uint32(itemTemplate->DisplayInfoID);
        else
            data << uint32(0);
    }

    data << uint32(quest->GetRewOrReqMoney());
    data << uint32(quest->XPValue(_session->GetPlayer()) * sWorld->getRate(RATE_XP_QUEST));

    // rewarded honor points. Multiply with 10 to satisfy client
    data << uint32(10 * quest->CalculateHonorGain(_session->GetPlayer()->GetQuestLevel(quest)));
    data << float(0.0f);                                    // unk, honor multiplier?
    data << uint32(0x08);                                   // unused by client?
    data << uint32(quest->GetRewSpell());                   // reward spell, this spell will display (icon) (casted if RewSpellCast == 0)
    data << int32(quest->GetRewSpellCast());                // casted spell
    data << uint32(0);                                      // unknown
    data << uint32(quest->GetBonusTalents());               // bonus talents
    data << uint32(quest->GetRewArenaPoints());             // arena points
    data << uint32(0);

    for (uint32 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)    // reward factions ids
        data << uint32(quest->RewardFactionId[i]);

    for (uint32 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)    // columnid in QuestFactionReward.dbc (zero based)?
        data << int32(quest->RewardFactionValueId[i]);

    for (uint32 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)    // reward reputation override?
        data << uint32(quest->RewardFactionValueIdOverride[i]);

    _session->SendPacket(&data);
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_QUESTGIVER_OFFER_REWARD NPCGuid=%u, questid=%u", GUID_LOPART(npcGUID), quest->GetQuestId());
}
开发者ID:Auter,项目名称:TrinityCore,代码行数:93,代码来源:GossipDef.cpp


示例10: ObjectGuid

void PlayerMenu::SendGossipMenu(uint32 titleTextId, uint64 objectGUID) const
{
    std::string updatedQuestTitles[0x20];
    ObjectGuid guid = ObjectGuid(objectGUID);

    WorldPacket data(SMSG_GOSSIP_MESSAGE, 150); //??? GUESSED 

    data.WriteBit(guid[7]);
    data.WriteBit(guid[6]);
    data.WriteBit(guid[1]);
    data.WriteBits(_questMenu.GetMenuItemCount(), 19);      // max count 0x20
    data.WriteBit(guid[0]);
    data.WriteBit(guid[4]);
    data.WriteBit(guid[5]);
    data.WriteBit(guid[2]);
    data.WriteBit(guid[3]);
    data.WriteBits(_gossipMenu.GetMenuItemCount(), 20);     // max count 0x10

    for (GossipMenuItemContainer::const_iterator itr = _gossipMenu.GetMenuItems().begin(); itr != _gossipMenu.GetMenuItems().end(); ++itr)
    {
        GossipMenuItem const& item = itr->second;

        data.WriteBits(item.BoxMessage.length(), 12);
        data.WriteBits(item.Message.length(), 12);
    }

    // Store this instead of checking the Singleton every loop iteration
    bool questLevelInTitle = sWorld->getBoolConfig(CONFIG_UI_QUESTLEVELS_IN_DIALOGS);

    for (uint8 i = 0; i < _questMenu.GetMenuItemCount(); ++i)
    {
        uint32 questId = _questMenu.GetItem(i).QuestId;
        Quest const* quest = sObjectMgr->GetQuestTemplate(questId);

        std::string title = quest->GetTitle();

        int32 locale = _session->GetSessionDbLocaleIndex();
            if (locale >= 0)
                if (QuestLocale const* localeData = sObjectMgr->GetQuestLocale(questId))
                    ObjectMgr::GetLocaleString(localeData->Title, locale, title);

        if (questLevelInTitle)
            AddQuestLevelToTitle(title, quest->GetQuestLevel());

        if (title.length() % 2 != 0)
            title += " ";                                   // if quest title length is odd dividing by 2 will cause precision loss, add a space to the end

        data.WriteBit(0);                                   // unknown bit
        data.WriteBits(title.length() / 2, 8);              // title length is divided by 2
        data.WriteBit(0);                                   // unknown bit

        updatedQuestTitles[i] = title;
    }

    data.FlushBits();

    for (uint8 i = 0; i < _questMenu.GetMenuItemCount(); ++i)
    {
        QuestMenuItem const& item = _questMenu.GetItem(i);
        Quest const* quest = sObjectMgr->GetQuestTemplate(item.QuestId);

        data << int32(quest->GetSpecialFlags());
        data << int32(item.QuestId);
        data << int32(quest->GetQuestLevel());
        data << int32(item.QuestIcon);
        data << int32(quest->GetFlags());
        data.WriteString(updatedQuestTitles[i]);            // max 0xFF?, length is stored in 8 bits, 5.4.1
    }

    data.WriteByteSeq(guid[6]);

    for (GossipMenuItemContainer::const_iterator itr = _gossipMenu.GetMenuItems().begin(); itr != _gossipMenu.GetMenuItems().end(); ++itr)
    {
        GossipMenuItem const& item = itr->second;

        data << int32(item.BoxMoney);                       // money required to open menu, 2.0.3
        data.WriteString(item.Message);                     // text for gossip item
        data << int32(itr->first);
        data << int8(item.MenuItemIcon);
        data.WriteString(item.BoxMessage);                  // accept text (related to money) pop up box, 2.0.
        data << int8(item.IsCoded);                         // makes pop up box password
    }

    data.WriteByteSeq(guid[2]);

    data << int32(titleTextId);

    data.WriteByteSeq(guid[1]);
    data.WriteByteSeq(guid[5]);

    data << int32(_gossipMenu.GetMenuId());                 // new 2.4.0
    data << int32(0);                                       // friend faction ID?

    data.WriteByteSeq(guid[4]);
    data.WriteByteSeq(guid[7]);
    data.WriteByteSeq(guid[3]);
    data.WriteByteSeq(guid[0]);

    _session->SendPacket(&data);
}
开发者ID:Walkum,项目名称:SkyFire_5xx,代码行数:100,代码来源:GossipDef.cpp


示例11: AddQuestLevelToTitle

void PlayerMenu::SendQuestGiverQuestDetails(Quest const* quest, uint64 npcGUID, bool activateAccept) const
{
    std::string questTitle           = quest->GetTitle();
    std::string questDetails         = quest->GetDetails();
    std::string questObjectives      = quest->GetObjectives();
    std::string questGiverTextWindow = quest->GetQuestGiverTextWindow();
    std::string questGiverTargetName = quest->GetQuestGiverTargetName();
    std::string questTurnTextWindow  = quest->GetQuestTurnTextWindow();
    std::string questTurnTargetName  = quest->GetQuestTurnTargetName();

    int32 locale = _session->GetSessionDbLocaleIndex();
    if (locale >= 0)
    {
        if (QuestLocale const* localeData = sObjectMgr->GetQuestLocale(quest->GetQuestId()))
        {
            ObjectMgr::GetLocaleString(localeData->Title, locale, questTitle);
            ObjectMgr::GetLocaleString(localeData->Details, locale, questDetails);
            ObjectMgr::GetLocaleString(localeData->Objectives, locale, questObjectives);
            ObjectMgr::GetLocaleString(localeData->QuestGiverTextWindow, locale, questGiverTextWindow);
            ObjectMgr::GetLocaleString(localeData->QuestGiverTargetName, locale, questGiverTargetName);
            ObjectMgr::GetLocaleString(localeData->QuestTurnTextWindow, locale, questTurnTextWindow);
            ObjectMgr::GetLocaleString(localeData->QuestTurnTargetName, locale, questTurnTargetName);
        }
    }

    if (sWorld->getBoolConfig(CONFIG_UI_QUESTLEVELS_IN_DIALOGS))
        AddQuestLevelToTitle(questTitle, quest->GetQuestLevel());

    /*
     *  -- Objective Structure --
     *  uint32 - objective count (value required to complete objective)
     *  uint32 - objective Id (NPC, GO, item, spell, currency or faction Id)
     *  uint8  - objective type (see QuestObjectiveType enum)
     *  uint32 - unknown
     */

    ByteBuffer objData;
    int objCount = 0;

    for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
    {
        if (quest->RequiredNpcOrGo[i] != 0)
        {
            int32 requiredObjId = quest->RequiredNpcOrGo[i];

            objData << uint8(requiredObjId < 0 ? QUEST_OBJECTIVE_TYPE_GO : QUEST_OBJECTIVE_TYPE_NPC);
            objData << uint32(0);
            objData << int32(quest->RequiredNpcOrGoCount[i]);
            objData << uint32(requiredObjId < 0 ? requiredObjId * -1 : requiredObjId);

            objCount++;
        }
    }

    for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
    {
        if (quest->RequiredItemId[i] != 0)
        {
            objData << uint8(QUEST_OBJECTIVE_TYPE_ITEM);
            objData << uint32(0);
            objData << int32(quest->RequiredItemCount[i]);
            objData << uint32(quest->RequiredItemId[i]);

            objCount++;
        }
    }

    for (uint8 i = 0; i < QUEST_REQUIRED_CURRENCY_COUNT; i++)
    {
        if (quest->RequiredCurrencyId[i] != 0)
        {
            objData << uint8(QUEST_OBJECTIVE_TYPE_CURRENCY);
            objData << uint32(0);
            objData << int32(quest->RequiredCurrencyCount[i]);
            objData << uint32(quest->RequiredCurrencyId[i]);

            objCount++;
        }
    }

    if (quest->GetRequiredSpell() != 0)
    {
        objData << uint8(QUEST_OBJECTIVE_TYPE_SPELL);
        objData << uint32(0);
        objData << int32(1);
        objData << uint32(quest->GetRequiredSpell());

        objCount++;
    }

    if (quest->GetRepObjectiveFaction() != 0)
    {
        objData << uint8(QUEST_OBJECTIVE_TYPE_FACTION_REP);
        objData << uint32(0);
        objData << int32(quest->GetRepObjectiveValue());
        objData << uint32(quest->GetRepObjectiveFaction());

        objCount++;
    }

//.........这里部分代码省略.........
开发者ID:Allowed,项目名称:SkyFire_5xx,代码行数:101,代码来源:GossipDef.cpp


示例12: SendQuestGiverOfferReward

void PlayerMenu::SendQuestGiverRequestItems(Quest const* quest, uint64 npcGUID, bool canComplete, bool closeOnCancel) const
{
    // We can always call to RequestItems, but this packet only goes out if there are actually
    // items.  Otherwise, we'll skip straight to the OfferReward

    std::string questTitle = quest->GetTitle();
    std::string requestItemsText = quest->GetRequestItemsText();

    int32 locale = _session->GetSessionDbLocaleIndex();
    if (locale >= 0)
    {
        if (QuestLocale const* localeData = sObjectMgr->GetQuestLocale(quest->GetQuestId()))
        {
            ObjectMgr::GetLocaleString(localeData->Title, locale, questTitle);
            ObjectMgr::GetLocaleString(localeData->RequestItemsText, locale, requestItemsText);
        }
    }

    if (!quest->GetReqItemsCount() && canComplete)
    {
        SendQuestGiverOfferReward(quest, npcGUID, true);
        return;
    }

    if (sWorld->getBoolConfig(CONFIG_UI_QUESTLEVELS_IN_DIALOGS))
        AddQuestLevelToTitle(questTitle, quest->GetQuestLevel());

    ObjectGuid guid = npcGUID;

    WorldPacket data(SMSG_QUESTGIVER_REQUEST_ITEMS, 50);    // guess size
    data << uint32(0);
    data << uint32(quest->GetFlags());
    data << uint32(0);
    data << uint32(canComplete ? 0x5F : 0x5B);              // unknown, if not 5F continue button is greyed out
    data << uint32(quest->GetRewOrReqMoney() < 0 ? -quest->GetRewOrReqMoney() : 0);
    data << uint32(0);                                      // quest starter NPC/GO entry
    data << uint32(0);
    data << uint32(canComplete ? quest->GetCompleteEmote() : quest->GetIncompleteEmote());
    data << uint32(quest->GetQuestId());

    data.WriteBits(quest->GetReqCurrencyCount(), 21);
    data.WriteBit(closeOnCancel);
    data.WriteBit(guid[2]);
    data.WriteBit(guid[5]);
    data.WriteBit(guid[1]);
    data.WriteBits(questTitle.size(), 9);
    data.WriteBits(requestItemsText.size(), 12);
    data.WriteBit(guid[6]);
    data.WriteBit(guid[0]);
    data.WriteBits(quest->GetReqItemsCount(), 20);
    data.WriteBit(guid[4]);
    data.WriteBit(guid[7]);
    data.WriteBit(guid[3]);
    data.FlushBits();

    data.WriteByteSeq(guid[0]);
    data.WriteByteSeq(guid[2]);
    data.WriteString(questTitle);

    for (int i = 0; i < QUEST_REQUIRED_CURRENCY_COUNT; i++)
    {
        if (!quest->RequiredCurrencyId[i])
            continue;

        data << uint32(quest->RequiredCurrencyId[i]);
        data << uint32(quest->RequiredCurrencyCount[i]);
    }

    for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
    {
        if (!quest->RequiredItemId[i])
            continue;

        if (ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(quest->RequiredItemId[i]))
            data << uint32(itemTemplate->DisplayInfoID);
        else
            data << uint32(0);

        data << uint32(quest->RequiredItemId[i]);
        data << uint32(quest->RequiredItemCount[i]);
    }

    data.WriteByteSeq(guid[3]);
    data.WriteByteSeq(guid[1]);
    data.WriteString(requestItemsText);
    data.WriteByteSeq(guid[4]);
    data.WriteByteSeq(guid[5]);
    data.WriteByteSeq(guid[7]);
    data.WriteByteSeq(guid[6]);

    _session->SendPacket(&data);

    // missing from Cata - quest->GetSuggestedPlayers()

    TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTGIVER_REQUEST_ITEMS NPCGuid=%u, questid=%u", GUID_LOPART(npcGUID), quest->GetQuestId());
}
开发者ID:Allowed,项目名称:SkyFire_5xx,代码行数:96,代码来源:GossipDef.cpp


示例13: SendQuestGiverOfferReward

void PlayerMenu::SendQuestGiverRequestItems(Quest const* pQuest, uint64 npcGUID, bool Completable, bool CloseOnCancel)
{
    // We can always call to RequestItems, but this packet only goes out if there are actually
    // items.  Otherwise, we'll skip straight to the OfferReward

    std::string Title = pQuest->GetTitle();
    std::string RequestItemsText = pQuest->GetRequestItemsText();

    int loc_idx = pSession->GetSessionDbLocaleIndex();
    if (loc_idx >= 0)
    {
        if (QuestLocale const* ql = sObjectMgr.GetQuestLocale(pQuest->GetQuestId()))
        {
            if (ql->Title.size() > uint32(loc_idx) && !ql->Title[loc_idx].empty())
                Title = ql->Title[loc_idx];
            if (ql->RequestItemsText.size() > uint32(loc_idx) && !ql->RequestItemsText[loc_idx].empty())
                RequestItemsText = ql->RequestItemsText[loc_idx];
        }
    }

    // We may wish a better check, perhaps checking the real quest requirements
    if (pQuest->GetRequestItemsText().empty() && Completable)
    {
        SendQuestGiverOfferReward(pQuest, npcGUID, true);
        return;
    }

    if (sWorld.getConfig(CONFIG_UI_QUESTLEVELS_IN_DIALOGS))
        AddQuestLevelToTitle(Title, pQuest->GetQuestLevel());

    WorldPacket data(SMSG_QUESTGIVER_REQUEST_ITEMS, 50);  // guess size
    data << uint64(npcGUID);
    data << uint32(pQuest->GetQuestId());
    data << Title;
    data << RequestItemsText;

    data << uint32(0x00);                                   // unknown

    if (Completable)
        data << pQuest->GetCompleteEmote();
    else
        data << pQuest->GetIncompleteEmote();

    // Close Window after cancel
    if (CloseOnCancel)
        data << uint32(0x01);
    else
        data << uint32(0x00);

    data << uint32(0x00);                                   // unknown

    // Required Money
    data << uint32(pQuest->GetRewOrReqMoney() < 0 ? -pQuest->GetRewOrReqMoney() : 0);

    data << uint32(pQuest->GetReqItemsCount());
    ItemTemplate const* pItem;
    for (int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
    {
        if (!pQuest->RequiredItemId[i])
            continue;

        pItem = sObjectMgr.GetItemTemplate(pQuest->RequiredItemId[i]);

        data << uint32(pQuest->RequiredItemId[i]);
        data << uint32(pQuest->ReqItemCount[i]);

        if (pItem)
            data << uint32(pItem->DisplayInfoID);
        else
            data << uint32(0);
    }

    if (!Completable)
        data << uint32(0x00);
    else
        data << uint32(0x03);

    data << uint32(0x04);
    data << uint32(0x08);
    data << uint32(0x10);

    pSession->SendPacket(&data);
    sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_REQUEST_ITEMS NPCGuid=%u, questid=%u", GUID_LOPART(npcGUID), pQuest->GetQuestId());
}
开发者ID:Phentora,项目名称:OregonCore,代码行数:84,代码来源:GossipDef.cpp


示例14: AddQuestLevelToTitle

void PlayerMenu::SendQuestGiverQuestDetails(Quest const* pQuest, uint64 npcGUID, bool ActivateAccept)
{
    std::string Title      = pQuest->GetTitle();
    std::string Details    = pQuest->GetDetails();
    std::string Objectives = pQuest->GetObjectives();
    std::string EndText    = pQuest->GetEndText();

    int loc_idx = pSession->GetSessionDbLocaleIndex();
    if (loc_idx >= 0)
    {
        QuestLocale const* ql = sObjectMgr.GetQuestLocale(pQuest->GetQuestId());
        if (ql)
        {
            if (ql->Title.size() > uint32(loc_idx) && !ql->Title[loc_idx].empty())
                Title = ql->Title[loc_idx];
            if (ql->Details.size() > uint32(loc_idx) && !ql->Details[loc_idx].empty())
                Details = ql->Details[loc_idx];
            if (ql->Objectives.size() > uint32(loc_idx) && !ql->Objectives[loc_idx].empty())
                Objectives = ql->Objectives[loc_idx];
            if (ql->EndText.size() > uint32(loc_idx) && !ql->EndText[loc_idx].empty())
                EndText = ql->EndText[loc_idx];
        }
    }

    if (sWorld.getConfig(CONFIG_UI_QUESTLEVELS_IN_DIALOGS))
        AddQuestLevelToTitle(Title, pQuest->GetQuestLevel());

    WorldPacket data(SMSG_QUESTGIVER_QUEST_DETAILS, 100);   // guess size
    data << uint64(npcGUID);
    data << uint32(pQuest->GetQuestId());
    data << Title;
    data << Details;
    data << Objectives;
    data << uint32(ActivateAccept);
    data << uint32(pQuest->GetSuggestedPlayers());

    if (pQuest->HasFlag(QUEST_FLAGS_HIDDEN_REWARDS))
    {
        data << uint32(0);                                  // Rewarded chosen items hidden
        data << uint32(0);                                  // Rewarded items hidden
        data << uint32(0);                                  // Rewarded money hidden
    }
    else
    {
        ItemTemplate const* IProto;

        data << uint32(pQuest->GetRewChoiceItemsCount());
        for (uint32 i = 0; i < QUEST_REWARD_CHOICES_COUNT; ++i)
        {
            if (!pQuest->RewChoiceItemId[i])
                continue;

            data << uint32(pQuest->RewChoiceItemId[i]);
            data << uint32(pQuest->RewChoiceItemCount[i]);

            IProto = sObjectMgr.GetItemTemplate(pQuest->RewChoiceItemId[i]);
            if (IProto)
                data << uint32(IProto->DisplayInfoID);
            else
                data << uint32(0x00);
        }

        data << uint32(pQuest->GetRewItemsCount());

        for (uint32 i = 0; i < QUEST_REWARDS_COUNT; ++i)
        {
            if (!pQuest->RewItemId[i])
                continue;

            data << uint32(pQuest->RewItemId[i]);
            data << uint32(pQuest->RewItemCount[i]);

            IProto = sObjectMgr.GetItemTemplate(pQuest->RewItemId[i]);
            if (IProto)
                data << uint32(IProto->DisplayInfoID);
            else
                data << uint32(0);
        }

        data << uint32(pQuest->GetRewOrReqMoney());
    }

    // rewarded honor points. Multiply with 10 to satisfy client
    data << uint32(10 * Oregon::Honor::hk_honor_at_level(pSession->GetPlayer()->getLevel(), pQuest->GetRewHonorableKills()));
    data << uint32(pQuest->GetRewSpell());                  // reward spell, this spell will display (icon) (casted if RewSpellCast == 0)
    data << uint32(pQuest->GetRewSpellCast());              // casted spell
    data << uint32(pQuest->GetCharTitleId());               // CharTitleId, new 2.4.0, player gets this title (id from CharTitles)

    data << uint32(QUEST_EMOTE_COUNT);
    for (uint32 i = 0; i < QUEST_EMOTE_COUNT; ++i)
    {
        data << uint32(pQuest->DetailsEmote[i]);
        data << uint32(0);           

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