175 lines
5.0 KiB
C++
175 lines
5.0 KiB
C++
/*
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* Copyright (C) 2008-2018 TrinityCore <https://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "NPCPackets.h"
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void WorldPackets::NPC::Hello::Read()
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{
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_worldPacket >> Unit;
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}
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WorldPacket const* WorldPackets::NPC::TrainerList::Write()
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{
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_worldPacket << TrainerGUID;
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_worldPacket << uint32(TrainerType);
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_worldPacket << uint32(TrainerID);
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_worldPacket << uint32(Spells.size());
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for (TrainerListSpell const& spell : Spells)
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{
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_worldPacket << uint32(spell.SpellID);
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_worldPacket << uint8(spell.Usable);
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_worldPacket << uint32(spell.MoneyCost);
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_worldPacket << uint8(spell.ReqLevel);
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_worldPacket << uint32(spell.ReqSkillLine);
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_worldPacket << uint32(spell.ReqSkillRank);
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_worldPacket.append(spell.ReqAbility.data(), spell.ReqAbility.size());
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_worldPacket << uint32(spell.ProfessionDialog);
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_worldPacket << uint32(spell.ProfessionButton);
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}
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_worldPacket << Greeting;
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return &_worldPacket;
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}
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void WorldPackets::NPC::TrainerBuySpell::Read()
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{
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_worldPacket >> TrainerGUID;
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_worldPacket >> TrainerID;
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_worldPacket >> SpellID;
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}
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WorldPacket const* WorldPackets::NPC::TrainerBuyFailed::Write()
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{
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_worldPacket << TrainerGUID;
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_worldPacket << int32(SpellID);
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_worldPacket << int32(TrainerFailedReason);
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return &_worldPacket;
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}
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WorldPacket const* WorldPackets::NPC::TrainerBuySucceeded::Write()
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{
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_worldPacket << TrainerGUID;
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_worldPacket << int32(SpellID);
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return &_worldPacket;
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}
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ByteBuffer& operator<<(ByteBuffer& data, WorldPackets::NPC::VendorItem const& item)
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{
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data << int32(item.MuID);
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data << int32(item.Durability);
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if (item.ExtendedCostID.has_value())
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data << uint32(*item.ExtendedCostID);
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data << uint32(item.ItemID);
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data << uint32(item.Type);
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data << uint32(item.Price);
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data << uint32(item.ItemDisplayInfoID);
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if (item.PlayerConditionFailed.has_value())
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data << int32(*item.PlayerConditionFailed);
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data << int32(item.Quantity);
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data << uint32(item.StackCount);
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return data;
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}
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WorldPacket const* WorldPackets::NPC::VendorInventory::Write()
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{
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_worldPacket.WriteBit(Vendor[1]);
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_worldPacket.WriteBit(Vendor[0]);
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_worldPacket.WriteBits(Items.size(), 21);
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_worldPacket.WriteBit(Vendor[3]);
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_worldPacket.WriteBit(Vendor[6]);
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_worldPacket.WriteBit(Vendor[5]);
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_worldPacket.WriteBit(Vendor[2]);
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_worldPacket.WriteBit(Vendor[7]);
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for (VendorItem const& item : Items)
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{
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_worldPacket.WriteBit(!item.ExtendedCostID.has_value());
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_worldPacket.WriteBit(!item.PlayerConditionFailed.has_value());
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}
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_worldPacket.WriteBit(Vendor[4]);
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_worldPacket.FlushBits();
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for (VendorItem const& item : Items)
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_worldPacket << item;
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_worldPacket.WriteByteSeq(Vendor[5]);
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_worldPacket.WriteByteSeq(Vendor[4]);
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_worldPacket.WriteByteSeq(Vendor[1]);
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_worldPacket.WriteByteSeq(Vendor[0]);
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_worldPacket.WriteByteSeq(Vendor[6]);
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_worldPacket << uint8(Reason);
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_worldPacket.WriteByteSeq(Vendor[2]);
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_worldPacket.WriteByteSeq(Vendor[3]);
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_worldPacket.WriteByteSeq(Vendor[7]);
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return &_worldPacket;
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}
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ByteBuffer& operator<<(ByteBuffer& data, WorldPackets::NPC::SGossipOptions const& gossipOption)
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{
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data << int32(gossipOption.ClientOption);
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data << uint8(gossipOption.OptionNPC);
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data << int8(gossipOption.OptionFlags);
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data << int32(gossipOption.OptionCost);
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data << gossipOption.Text;
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data << gossipOption.Confirm;
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return data;
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}
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ByteBuffer& operator<<(ByteBuffer& data, WorldPackets::NPC::GossipText const& gossipText)
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{
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data << int32(gossipText.QuestID);
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data << int32(gossipText.QuestType);
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data << int32(gossipText.QuestLevel);
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data << int32(gossipText.QuestFlags);
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data << bool(gossipText.Repeatable);
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data << gossipText.QuestTitle;
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return data;
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}
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WorldPacket const* WorldPackets::NPC::GossipMessage::Write()
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{
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_worldPacket << GossipGUID;
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_worldPacket << uint32(GossipID);
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_worldPacket << uint32(TextID);
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_worldPacket << uint32(GossipOptions.size());
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for (WorldPackets::NPC::SGossipOptions const& gossipOption : GossipOptions)
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_worldPacket << gossipOption;
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_worldPacket << uint32(GossipQuestText.size());
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for (WorldPackets::NPC::GossipText const& gossipText : GossipQuestText)
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_worldPacket << gossipText;
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return &_worldPacket;
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}
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