本文整理汇总了C++中GetMenuSession函数的典型用法代码示例。如果您正苦于以下问题:C++ GetMenuSession函数的具体用法?C++ GetMenuSession怎么用?C++ GetMenuSession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GetMenuSession函数的13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: POI
void PlayerMenu::SendPointOfInterest( uint32 poi_id )
{
PointOfInterest const* poi = sObjectMgr.GetPointOfInterest(poi_id);
if(!poi)
{
sLog.outErrorDb("Requested send nonexistent POI (Id: %u), ignore.",poi_id);
return;
}
std::string icon_name = poi->icon_name;
int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
if (loc_idx >= 0)
if (PointOfInterestLocale const *pl = sObjectMgr.GetPointOfInterestLocale(poi_id))
if (pl->IconName.size() > size_t(loc_idx) && !pl->IconName[loc_idx].empty())
icon_name = pl->IconName[loc_idx];
WorldPacket data( SMSG_GOSSIP_POI, (4+4+4+4+4+10) ); // guess size
data << uint32(poi->flags);
data << float(poi->x);
data << float(poi->y);
data << uint32(poi->icon);
data << uint32(poi->data);
data << icon_name;
GetMenuSession()->SendPacket( &data );
//DEBUG_LOG("WORLD: Sent SMSG_GOSSIP_POI");
}
开发者ID:lyw,项目名称:StrawberryCore,代码行数:28,代码来源:GossipDef.cpp
示例2: POI
void PlayerMenu::SendPointOfInterest(uint32 poi_id)
{
PointOfInterest const* poi = sObjectMgr->GetPointOfInterest(poi_id);
if (!poi)
{
sLog->outErrorDb("Request to send non-existing POI (Id: %u), ignored.",poi_id);
return;
}
std::string icon_name = poi->icon_name;
int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
if (loc_idx >= 0)
if (PointOfInterestLocale const *pl = sObjectMgr->GetPointOfInterestLocale(poi_id))
sObjectMgr->GetLocaleString(pl->IconName, loc_idx, icon_name);
WorldPacket data(SMSG_GOSSIP_POI, (4+4+4+4+4+10)); // guess size
data << uint32(poi->flags);
data << float(poi->x);
data << float(poi->y);
data << uint32(poi->icon);
data << uint32(poi->data);
data << icon_name;
GetMenuSession()->SendPacket(&data);
//sLog->outDebug(LOG_FILTER_PACKETIO, "WORLD: Sent SMSG_GOSSIP_POI");
}
开发者ID:Sharki,项目名称:TC,代码行数:27,代码来源:GossipDef.cpp
示例3: data
void PlayerMenu::SendQuestGiverQuestList(QEmote eEmote, const std::string& Title, ObjectGuid npcGUID)
{
WorldPacket data( SMSG_QUESTGIVER_QUEST_LIST, 100 ); // guess size
data << ObjectGuid(npcGUID);
data << Title;
data << uint32(eEmote._Delay ); // player emote
data << uint32(eEmote._Emote ); // NPC emote
size_t count_pos = data.wpos();
data << uint8 ( mQuestMenu.MenuItemCount() );
uint32 count = 0;
for (; count < mQuestMenu.MenuItemCount(); ++count )
{
QuestMenuItem const& qmi = mQuestMenu.GetItem(count);
uint32 questID = qmi.m_qId;
if(Quest const *pQuest = sObjectMgr.GetQuestTemplate(questID))
{
int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
std::string title = pQuest->GetTitle();
sObjectMgr.GetQuestLocaleStrings(questID, loc_idx, &title);
data << uint32(questID);
data << uint32(qmi.m_qIcon);
data << int32(pQuest->GetQuestLevel());
data << uint32(pQuest->GetQuestFlags()); // 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);
GetMenuSession()->SendPacket( &data );
DEBUG_LOG("WORLD: Sent SMSG_QUESTGIVER_QUEST_LIST NPC Guid = %s", npcGUID.GetString().c_str());
}
开发者ID:lyw,项目名称:StrawberryCore,代码行数:35,代码来源:GossipDef.cpp
示例4: data
void PlayerMenu::SendQuestGiverStatus(uint8 questStatus, uint64 npcGUID)
{
WorldPacket data(SMSG_QUESTGIVER_STATUS, 9);
data << uint64(npcGUID);
data << uint8(questStatus);
GetMenuSession()->SendPacket(&data);
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_QUESTGIVER_STATUS NPC Guid=%u, status=%u", GUID_LOPART(npcGUID), questStatus);
}
开发者ID:Sharki,项目名称:TC,代码行数:9,代码来源:GossipDef.cpp
示例5: data
void PlayerMenu::CloseGossip()
{
mGossipMenu.SetSenderGuid(ObjectGuid());
WorldPacket data(SMSG_GOSSIP_COMPLETE, 0);
GetMenuSession()->SendPacket(&data);
// DEBUG_LOG( "WORLD: Sent SMSG_GOSSIP_COMPLETE" );
}
开发者ID:yubin8178,项目名称:mangos,代码行数:9,代码来源:GossipDef.cpp
示例6: 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 ( mQuestMenu.MenuItemCount() );
uint32 count = 0;
for (; count < mQuestMenu.MenuItemCount(); ++count )
{
QuestMenuItem const& qmi = mQuestMenu.GetItem(count);
uint32 questID = qmi.m_qId;
if(Quest const *pQuest = sObjectMgr.GetQuestTemplate(questID))
{
std::string title = pQuest->GetTitle();
int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
if(QuestLocale const *ql = sObjectMgr.GetQuestLocale(questID))
{
if (ql->Title.size() > (size_t)loc_idx && !ql->Title[loc_idx].empty())
title = ql->Title[loc_idx];
}
}
data << uint32(questID);
data << uint32(qmi.m_qIcon);
data << int32(pQuest->GetQuestLevel());
data << uint32(pQuest->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);
GetMenuSession()->SendPacket( &data );
DEBUG_LOG("WORLD: Sent SMSG_QUESTGIVER_QUEST_LIST NPC Guid=%u", GUID_LOPART(npcGUID));
}
开发者ID:Aldrealia,项目名称:mangos,代码行数:43,代码来源:GossipDef.cpp
示例7: data
void PlayerMenu::SendGossipMenu(uint32 TitleTextId, ObjectGuid objectGuid)
{
WorldPacket data(SMSG_GOSSIP_MESSAGE, (100)); // guess size
data << ObjectGuid(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
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());
data << uint32(pQuest->GetQuestFlags()); // 3.3.3 quest flags
data << uint8(0); // 3.3.3 changes icon: blue question or yellow exclamation
int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
std::string title = pQuest->GetTitle();
sObjectMgr.GetQuestLocaleStrings(questID, loc_idx, &title);
data << title; // max 0x200
}
GetMenuSession()->SendPacket(data);
DEBUG_LOG("WORLD: Sent SMSG_GOSSIP_MESSAGE from %s", objectGuid.GetString().c_str());
}
开发者ID:ElunaLuaEngine,项目名称:ElunaMangosWotlk,代码行数:43,代码来源:GossipDef.cpp
示例8: data
void PlayerMenu::SendGossipMenu(uint32 TitleTextId, ObjectGuid objectGuid)
{
WorldPacket data(SMSG_GOSSIP_MESSAGE, (100)); // guess size
data << ObjectGuid(objectGuid);
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 << gItem.m_gMessage; // text for gossip item, max 0x800
}
data << uint32(mQuestMenu.MenuItemCount()); // max count 0x20
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 << uint32(pQuest->GetQuestLevel());
std::string Title = pQuest->GetTitle();
int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
if (loc_idx >= 0)
if (QuestLocale const *ql = sObjectMgr.GetQuestLocale(questID))
if (ql->Title.size() > (size_t)loc_idx && !ql->Title[loc_idx].empty())
Title = ql->Title[loc_idx];
data << Title; // max 0x200
}
GetMenuSession()->SendPacket( &data );
//DEBUG_LOG( "WORLD: Sent SMSG_GOSSIP_MESSAGE NPCGuid=%u",GUID_LOPART(npcGUID) );
}
开发者ID:AwkwardDev,项目名称:server,代码行数:40,代码来源:GossipDef.cpp
示例9: data
void PlayerMenu::SendGossipMenu(uint32 TitleTextId, ObjectGuid objectGuid)
{
WorldPacket data(SMSG_GOSSIP_MESSAGE, (100)); // guess size
data << ObjectGuid(objectGuid);
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 << gItem.m_gMessage; // text for gossip item, max 0x800
}
data << uint32(mQuestMenu.MenuItemCount()); // max count 0x20
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());
int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
std::string title = pQuest->GetTitle();
sObjectMgr.GetQuestLocaleStrings(questID, loc_idx, &title);
data << title; // max 0x200
}
GetMenuSession()->SendPacket(&data);
DEBUG_LOG("WORLD: Sent SMSG_GOSSIP_MESSAGE from %s", objectGuid.GetString().c_str());
}
开发者ID:Chuck5ta,项目名称:server,代码行数:38,代码来源:GossipDef.cpp
示例10: GetMenuSession
void PlayerMenu::SendQuestQueryResponse(Quest const *pQuest)
{
std::string Title, Details, Objectives, EndText, CompletedText;
std::string ObjectiveText[QUEST_OBJECTIVES_COUNT];
Title = pQuest->GetTitle();
Details = pQuest->GetDetails();
Objectives = pQuest->GetObjectives();
EndText = pQuest->GetEndText();
CompletedText = pQuest->GetCompletedText();
for (int i=0; i<QUEST_OBJECTIVES_COUNT; ++i)
ObjectiveText[i]=pQuest->ObjectiveText[i];
int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
if (QuestLocale const *ql = sObjectMgr->GetQuestLocale(pQuest->GetQuestId()))
{
sObjectMgr->GetLocaleString(ql->Title, loc_idx, Title);
sObjectMgr->GetLocaleString(ql->Details, loc_idx, Details);
sObjectMgr->GetLocaleString(ql->Objectives, loc_idx, Objectives);
sObjectMgr->GetLocaleString(ql->EndText, loc_idx, EndText);
sObjectMgr->GetLocaleString(ql->CompletedText, loc_idx, CompletedText);
for (int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
sObjectMgr->GetLocaleString(ql->ObjectiveText[i], loc_idx, ObjectiveText[i]);
}
}
WorldPacket data(SMSG_QUEST_QUERY_RESPONSE, 100); // guess size
data << uint32(pQuest->GetQuestId()); // quest id
data << uint32(pQuest->GetQuestMethod()); // Accepted values: 0, 1 or 2. 0 == IsAutoComplete() (skip objectives/details)
data << uint32(pQuest->GetQuestLevel()); // may be -1, static data, in other cases must be used dynamic level: Player::GetQuestLevel (0 is not known, but assuming this is no longer valid for quest intended for client)
data << uint32(pQuest->GetMinLevel()); // min level
data << uint32(pQuest->GetZoneOrSort()); // zone or sort to display in quest log
data << uint32(pQuest->GetType()); // quest type
data << uint32(pQuest->GetSuggestedPlayers()); // suggested players count
data << uint32(pQuest->GetRepObjectiveFaction()); // shown in quest log as part of quest objective
data << uint32(pQuest->GetRepObjectiveValue()); // shown in quest log as part of quest objective
data << uint32(pQuest->GetRepObjectiveFaction2()); // shown in quest log as part of quest objective OPOSITE faction
data << uint32(pQuest->GetRepObjectiveValue2()); // shown in quest log as part of quest objective OPPOSITE faction
data << uint32(pQuest->GetNextQuestInChain()); // client will request this quest from NPC, if not 0
data << uint32(pQuest->GetXPId()); // used for calculating rewarded experience
if (pQuest->HasFlag(QUEST_FLAGS_HIDDEN_REWARDS))
data << uint32(0); // Hide money rewarded
else
data << uint32(pQuest->GetRewOrReqMoney()); // reward money (below max lvl)
data << uint32(pQuest->GetRewMoneyMaxLevel()); // used in XP calculation at client
data << uint32(pQuest->GetRewSpell()); // reward spell, this spell will display (icon) (casted if RewSpellCast == 0)
data << int32(pQuest->GetRewSpellCast()); // casted spell
// rewarded honor points
data << Trinity::Honor::hk_honor_at_level(GetMenuSession()->GetPlayer()->getLevel(), pQuest->GetRewHonorMultiplier());
data << float(0); // new reward honor (multipled by ~62 at client side)
data << uint32(pQuest->GetSrcItemId()); // source item id
data << uint32(pQuest->GetFlags() & 0xFFFF); // quest flags
data << uint32(pQuest->GetCharTitleId()); // CharTitleId, new 2.4.0, player gets this title (id from CharTitles)
data << uint32(pQuest->GetPlayersSlain()); // players slain
data << uint32(pQuest->GetBonusTalents()); // bonus talents
data << uint32(pQuest->GetRewArenaPoints()); // bonus arena points
data << uint32(0); // review rep show mask
int iI;
if (pQuest->HasFlag(QUEST_FLAGS_HIDDEN_REWARDS))
{
for (iI = 0; iI < QUEST_REWARDS_COUNT; ++iI)
data << uint32(0) << uint32(0);
for (iI = 0; iI < QUEST_REWARD_CHOICES_COUNT; ++iI)
data << uint32(0) << uint32(0);
}
else
{
for (iI = 0; iI < QUEST_REWARDS_COUNT; ++iI)
{
data << uint32(pQuest->RewItemId[iI]);
data << uint32(pQuest->RewItemCount[iI]);
}
for (iI = 0; iI < QUEST_REWARD_CHOICES_COUNT; ++iI)
{
data << uint32(pQuest->RewChoiceItemId[iI]);
data << uint32(pQuest->RewChoiceItemCount[iI]);
}
}
for (int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i) // reward factions ids
data << uint32(pQuest->RewRepFaction[i]);
for (int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i) // columnid+1 QuestFactionReward.dbc?
data << int32(pQuest->RewRepValueId[i]);
for (int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i) // unk (0)
data << int32(pQuest->RewRepValue[i]);
//.........这里部分代码省略.........
开发者ID:Sharki,项目名称:TC,代码行数:101,代码来源:GossipDef.cpp
示例11: GetMenuSession
void PlayerMenu::SendQuestGiverOfferReward(Quest const* pQuest, ObjectGuid npcGUID, bool EnableNext) const
{
std::string Title = pQuest->GetTitle();
std::string OfferRewardText = pQuest->GetOfferRewardText();
int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
if (QuestLocale const* ql = sObjectMgr.GetQuestLocale(pQuest->GetQuestId()))
{
if (ql->Title.size() > (size_t)loc_idx && !ql->Title[loc_idx].empty())
Title = ql->Title[loc_idx];
if (ql->OfferRewardText.size() > (size_t)loc_idx && !ql->OfferRewardText[loc_idx].empty())
OfferRewardText = ql->OfferRewardText[loc_idx];
}
}
WorldPacket data(SMSG_QUESTGIVER_OFFER_REWARD, 50); // guess size
data << ObjectGuid(npcGUID);
data << uint32(pQuest->GetQuestId());
data << Title;
data << OfferRewardText;
data << uint32(EnableNext ? 1 : 0); // Auto Finish
data << uint32(pQuest->GetSuggestedPlayers()); // SuggestedGroupNum
uint32 EmoteCount = 0;
for (uint32 i = 0; i < QUEST_EMOTE_COUNT; ++i)
{
if (pQuest->OfferRewardEmote[i] <= 0)
break;
++EmoteCount;
}
data << EmoteCount; // Emote Count
for (uint32 i = 0; i < EmoteCount; ++i)
{
data << uint32(pQuest->OfferRewardEmoteDelay[i]); // Delay Emote
data << uint32(pQuest->OfferRewardEmote[i]);
}
ItemPrototype const* pItem;
data << uint32(pQuest->GetRewChoiceItemsCount());
for (uint32 i = 0; i < pQuest->GetRewChoiceItemsCount(); ++i)
{
pItem = ObjectMgr::GetItemPrototype(pQuest->RewChoiceItemId[i]);
data << uint32(pQuest->RewChoiceItemId[i]);
data << uint32(pQuest->RewChoiceItemCount[i]);
if (pItem)
data << uint32(pItem->DisplayInfoID);
else
data << uint32(0);
}
data << uint32(pQuest->GetRewItemsCount());
for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
{
pItem = ObjectMgr::GetItemPrototype(pQuest->RewItemId[i]);
data << uint32(pQuest->RewItemId[i]);
data << uint32(pQuest->RewItemCount[i]);
if (pItem)
data << uint32(pItem->DisplayInfoID);
else
data << uint32(0);
}
data << uint32(pQuest->GetRewOrReqMoney());
// rewarded honor points. Multiply with 10 to satisfy client
data << uint32(10 * MaNGOS::Honor::hk_honor_at_level(GetMenuSession()->GetPlayer()->getLevel(), pQuest->GetRewHonorableKills()));
data << uint32(0x08); // unused by client?
data << uint32(pQuest->GetRewSpell()); // reward spell, this spell will display (icon) (casted if RewSpellCast==0)
data << uint32(pQuest->GetRewSpellCast()); // casted spell
data << uint32(pQuest->GetCharTitleBitIndex()); // character title
GetMenuSession()->SendPacket(data);
DEBUG_LOG("WORLD: Sent SMSG_QUESTGIVER_OFFER_REWARD NPCGuid = %s, questid = %u", npcGUID.GetString().c_str(), pQuest->GetQuestId());
}
开发者ID:Ozerev,项目名称:mangos-tbc,代码行数:82,代码来源:GossipDef.cpp
示例12: GetMenuSession
void PlayerMenu::SendQuestGiverOfferReward(Quest const* pQuest, ObjectGuid npcGUID, bool EnableNext)
{
std::string Title = pQuest->GetTitle();
std::string OfferRewardText = pQuest->GetOfferRewardText();
std::string PortraitGiverText = pQuest->GetPortraitGiverText();
std::string PortraitGiverName = pQuest->GetPortraitGiverName();
std::string PortraitTurnInText = pQuest->GetPortraitTurnInText();
std::string PortraitTurnInName = pQuest->GetPortraitTurnInName();
int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
if (QuestLocale const *ql = sObjectMgr.GetQuestLocale(pQuest->GetQuestId()))
{
if (ql->Title.size() > (size_t)loc_idx && !ql->Title[loc_idx].empty())
Title = ql->Title[loc_idx];
if (ql->OfferRewardText.size() > (size_t)loc_idx && !ql->OfferRewardText[loc_idx].empty())
OfferRewardText = ql->OfferRewardText[loc_idx];
}
}
WorldPacket data( SMSG_QUESTGIVER_OFFER_REWARD, 50 ); // guess size
data << ObjectGuid(npcGUID);
data << uint32(pQuest->GetQuestId());
data << Title;
data << OfferRewardText;
data << PortraitGiverText;
data << PortraitGiverName;
data << PortraitTurnInText;
data << PortraitTurnInName;
data << uint32(pQuest->GetPortraitGiver());
data << uint32(pQuest->GetPortraitTurnIn());
data << uint8(EnableNext ? 1 : 0); // Auto Finish
data << uint32(pQuest->GetQuestFlags()); // 3.3.3 questFlags
data << uint32(pQuest->GetSuggestedPlayers()); // SuggestedGroupNum
uint32 EmoteCount = 0;
for (uint32 i = 0; i < QUEST_EMOTE_COUNT; ++i)
{
if(pQuest->OfferRewardEmote[i] <= 0)
break;
++EmoteCount;
}
data << EmoteCount; // Emote Count
for (uint32 i = 0; i < EmoteCount; ++i)
{
data << uint32(pQuest->OfferRewardEmoteDelay[i]); // Delay Emote
data << uint32(pQuest->OfferRewardEmote[i]);
}
ItemPrototype const *pItem;
data << uint32(pQuest->GetRewChoiceItemsCount());
for (uint32 i = 0; i < pQuest->GetRewChoiceItemsCount(); ++i)
{
pItem = ObjectMgr::GetItemPrototype( pQuest->RewChoiceItemId[i] );
data << uint32(pQuest->RewChoiceItemId[i]);
data << uint32(pQuest->RewChoiceItemCount[i]);
if ( pItem )
data << uint32(pItem->DisplayInfoID);
else
data << uint32(0);
}
data << uint32(pQuest->GetRewItemsCount());
for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
{
pItem = ObjectMgr::GetItemPrototype(pQuest->RewItemId[i]);
data << uint32(pQuest->RewItemId[i]);
data << uint32(pQuest->RewItemCount[i]);
if ( pItem )
data << uint32(pItem->DisplayInfoID);
else
data << uint32(0);
}
// send rewMoneyMaxLevel explicit for max player level, else send RewOrReqMoney
if (GetMenuSession()->GetPlayer()->getLevel() >= sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL))
data << uint32(pQuest->GetRewMoneyMaxLevel());
else
data << uint32(pQuest->GetRewOrReqMoney());
// xp
data << uint32(pQuest->XPValue(GetMenuSession()->GetPlayer()));
// TODO: fixme. rewarded honor points. Multiply with 10 to satisfy client
data << uint32(10*Strawberry::Honor::hk_honor_at_level(GetMenuSession()->GetPlayer()->getLevel(), pQuest->GetRewHonorAddition()));
data << uint32(0);
data << float(pQuest->GetRewHonorMultiplier());
data << uint32(0x08); // unused by client?
data << uint32(pQuest->GetRewSpell()); // reward spell, this spell will display (icon) (casted if RewSpellCast==0)
//.........这里部分代码省略.........
开发者ID:lyw,项目名称:StrawberryCore,代码行数:101,代码来源:GossipDef.cpp
示例13: GetMenuSession
void PlayerMenu::SendQuestGiverOfferReward(Quest const* pQuest, ObjectGuid npcGUID, bool EnableNext)
{
std::string Title = pQuest->GetTitle();
std::string OfferRewardText = pQuest->GetOfferRewardText();
int loc_idx = GetMenuSession()->GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
if (QuestLocale const* ql = sObjectMgr.GetQuestLocale(pQuest->GetQuestId()))
{
if (ql->Title.size() > (size_t)loc_idx && !ql->Title[loc_idx].empty())
{ Title = ql->Title[loc_idx]; }
if (ql->OfferRewardText.size() > (size_t)loc_idx && !ql->OfferRewardText[loc_idx].empty())
{ OfferRewardText = ql->OfferRewardText[loc_idx]; }
}
}
WorldPacket data(SMSG_QUESTGIVER_OFFER_REWARD, 50); // guess size
data << ObjectGuid(npcGUID);
data << uint32(pQuest->GetQuestId());
data << Title;
data << OfferRewardText;
data << uint32(EnableNext ? 1 : 0); // Auto Finish
uint32 EmoteCount = 0;
for (uint32 i = 0; i < QUEST_EMOTE_COUNT; ++i)
{
if (pQuest->OfferRewardEmote[i] <= 0)
{ break; }
++EmoteCount;
}
data << EmoteCount; // Emote Count
for (uint32 i = 0; i < EmoteCount; ++i)
{
data << uint32(pQuest->OfferRewardEmoteDelay[i]); // Delay Emote
data << uint32(pQuest->OfferRewardEmote[i]);
}
ItemPrototype const* pItem;
data << uint32(pQuest->GetRewChoiceItemsCount());
for (uint32 i = 0; i < pQuest->GetRewChoiceItemsCount(); ++i)
{
pItem = ObjectMgr::GetItemPrototype(pQuest->RewChoiceItemId[i]);
data << uint32(pQuest->RewChoiceItemId[i]);
data << uint32(pQuest->RewChoiceItemCount[i]);
if (pItem)
{ data << uint32(pItem->DisplayInfoID); }
else
{ data << uint32(0x00); }
}
data << uint32(pQuest->GetRewItemsCount());
for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
{
pItem = ObjectMgr::GetItemPrototype(pQuest->RewItemId[i]);
data << uint32(pQuest->RewItemId[i]);
data << uint32(pQuest->RewItemCount[i]);
if (pItem)
{ data << uint32(pItem->DisplayInfoID); }
else
{ data << uint32(0x00); }
}
data << uint32(pQuest->GetRewOrReqMoney());
data << uint32(pQuest->GetRewSpellCast()); // casted spell [-zero] to check
data << uint32(pQuest->GetRewSpell()); // reward spell, this spell will display (icon) (casted if RewSpellCast==0)
GetMenuSession()->SendPacket(&data);
DEBUG_LOG("WORLD: Sent SMSG_QUESTGIVER_OFFER_REWARD NPCGuid = %s, questid = %u", npcGUID.GetString().c_str(), pQuest->GetQuestId());
}
开发者ID:Chuck5ta,项目名称:server,代码行数:78,代码来源:GossipDef.cpp
注:本文中的GetMenuSession函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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