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C++ GetSessionDbLocaleIndex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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C++ GetSessionDbcLocale函数代码示例发布时间:2022-05-30
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