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/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "WorldSession.h"
#include "AdventureMapPackets.h"
#include "DB2Stores.h"
#include "ObjectMgr.h"
#include "Player.h"
void WorldSession::HandleCheckIsAdventureMapPoiValid(WorldPackets::AdventureMap::CheckIsAdventureMapPoiValid& checkIsAdventureMapPoiValid)
{
AdventureMapPOIEntry const* entry = sAdventureMapPOIStore.LookupEntry(checkIsAdventureMapPoiValid.AdventureMapPoiID);
if (!entry)
return;
auto sendIsPoiValid = [this](uint32 adventureMapPoiId, bool isVisible) -> void
{
WorldPackets::AdventureMap::PlayerIsAdventureMapPoiValid isMapPoiValid;
isMapPoiValid.AdventureMapPoiID = adventureMapPoiId;
isMapPoiValid.IsVisible = isVisible;
SendPacket(isMapPoiValid.Write());
};
Quest const* quest = sObjectMgr->GetQuestTemplate(entry->QuestID);
if (!quest)
{
sendIsPoiValid(entry->ID, false);
return;
}
if (!_player->MeetPlayerCondition(entry->PlayerConditionID))
{
sendIsPoiValid(entry->ID, false);
return;
}
sendIsPoiValid(entry->ID, true);
}
void WorldSession::HandleAdventureMapStartQuest(WorldPackets::AdventureMap::AdventureMapStartQuest& startQuest)
{
Quest const* quest = sObjectMgr->GetQuestTemplate(startQuest.QuestID);
if (!quest)
return;
auto itr = std::find_if(sAdventureMapPOIStore.begin(), sAdventureMapPOIStore.end(), [&](AdventureMapPOIEntry const* adventureMap)
{
return adventureMap->QuestID == uint32(startQuest.QuestID) && _player->MeetPlayerCondition(adventureMap->PlayerConditionID);
});
if (itr == sAdventureMapPOIStore.end())
return;
if (_player->CanTakeQuest(quest, true))
_player->AddQuestAndCheckCompletion(quest, _player);
}
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