Core/Quests: convert SMSG_QUEST_GIVER_STATUS and SMSG_QUEST_GIVER_QUEST_DETAILS to packet class

This commit is contained in:
Ovahlord committed 2020-01-05 17:25:37 +01:00
1 parent 8aa25d9721
commit bb2073c764
7 files changed
+283 -65

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@@ -132,3 +132,95 @@ WorldPacket const* WorldPackets::Quest::QuestGiverQuestListMessage::Write()
return &_worldPacket;
}
WorldPacket const* WorldPackets::Quest::QuestGiverStatus::Write()
{
_worldPacket << QuestGiver.Guid;
_worldPacket << uint32(QuestGiver.Status);
return &_worldPacket;
}
WorldPacket const* WorldPackets::Quest::QuestGiverQuestDetails::Write()
{
_worldPacket << QuestGiverGUID;
_worldPacket << InformUnit;
_worldPacket << uint32(QuestID);
_worldPacket << QuestTitle;
_worldPacket << LogDescription;
_worldPacket << Objectives;
_worldPacket << PortraitGiverText;
_worldPacket << PortraitGiverName;
_worldPacket << PortraitTurnInText;
_worldPacket << PortraitTurnInName;
_worldPacket << uint32(PortraitGiver);
_worldPacket << uint32(PortraitTurnIn);
_worldPacket << uint8(AutoLaunched);
_worldPacket << uint32(QuestFlags);
_worldPacket << uint32(SuggestedPartyMembers);
_worldPacket << uint8(StartCheat); // to-do: validate
_worldPacket << uint8(DisplayPopup);
_worldPacket << uint32(RequiredSpellID);
_worldPacket << Rewards;
_worldPacket << uint32(DescEmotes.size());
for (WorldPackets::Quest::QuestDescEmote const& emote : DescEmotes)
{
_worldPacket << uint32(emote.Type);
_worldPacket << uint32(emote.Delay);
}
return &_worldPacket;
}
ByteBuffer& operator<<(ByteBuffer& data, WorldPackets::Quest::QuestRewards const& questRewards)
{
data << uint32(questRewards.ChoiceItemCount);
for (uint32 i = 0; i < QUEST_REWARD_CHOICES_COUNT; ++i)
data << uint32(questRewards.ChoiceItems[i].ItemID);
for (uint32 i = 0; i < QUEST_REWARD_CHOICES_COUNT; ++i)
data << uint32(questRewards.ChoiceItems[i].Quantity);
for (uint32 i = 0; i < QUEST_REWARD_CHOICES_COUNT; ++i)
data << uint32(questRewards.ChoiceItems[i].DisplayID);
data << uint32(questRewards.ItemCount);
for (uint32 i = 0; i < QUEST_REWARDS_COUNT; ++i)
data << uint32(questRewards.ItemID[i]);
for (uint32 i = 0; i < QUEST_REWARDS_COUNT; ++i)
data << uint32(questRewards.ItemQty[i]);
for (uint32 i = 0; i < QUEST_REWARDS_COUNT; ++i)
data << uint32(questRewards.ItemDisplayID[i]);
data << uint32(questRewards.Money);
data << uint32(questRewards.XP);
data << uint32(questRewards.Title);
data << uint32(0); // unkown
data << float(0.0f); // unknown
data << uint32(questRewards.NumBonusTalents);
data << uint32(0); // unkown
data << uint32(questRewards.FactionFlags);
for (uint32 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
data << uint32(questRewards.FactionID[i]);
for (uint32 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
data << int32(questRewards.FactionValue[i]);
for (uint32 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
data << uint32(questRewards.FactionOverride[i]);
data << uint32(questRewards.SpellCompletionDisplayID);
data << uint32(questRewards.SpellCompletionID);
for (uint32 i = 0; i < QUEST_REWARD_CURRENCY_COUNT; ++i)
data << uint32(questRewards.CurrencyID[i]);
for (uint32 i = 0; i < QUEST_REWARD_CURRENCY_COUNT; ++i)
data << uint32(questRewards.CurrencyQty[i]);
data << uint32(questRewards.SkillLineID);
data << uint32(questRewards.NumSkillUps);
return data;
}