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https://github.com/TrinityCore/TrinityCore.git
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71 lines
2.4 KiB
C++
71 lines
2.4 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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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 "WorldSession.h"
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#include "AdventureMapPackets.h"
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#include "DB2Stores.h"
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#include "ObjectMgr.h"
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#include "Player.h"
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void WorldSession::HandleCheckIsAdventureMapPoiValid(WorldPackets::AdventureMap::CheckIsAdventureMapPoiValid& checkIsAdventureMapPoiValid)
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{
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AdventureMapPOIEntry const* entry = sAdventureMapPOIStore.LookupEntry(checkIsAdventureMapPoiValid.AdventureMapPoiID);
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if (!entry)
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return;
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auto sendIsPoiValid = [this](uint32 adventureMapPoiId, bool isVisible) -> void
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{
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WorldPackets::AdventureMap::PlayerIsAdventureMapPoiValid isMapPoiValid;
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isMapPoiValid.AdventureMapPoiID = adventureMapPoiId;
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isMapPoiValid.IsVisible = isVisible;
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SendPacket(isMapPoiValid.Write());
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};
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Quest const* quest = sObjectMgr->GetQuestTemplate(entry->QuestID);
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if (!quest)
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{
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sendIsPoiValid(entry->ID, false);
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return;
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}
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if (!_player->MeetPlayerCondition(entry->PlayerConditionID))
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{
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sendIsPoiValid(entry->ID, false);
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return;
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}
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sendIsPoiValid(entry->ID, true);
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}
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void WorldSession::HandleAdventureMapStartQuest(WorldPackets::AdventureMap::AdventureMapStartQuest& startQuest)
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{
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Quest const* quest = sObjectMgr->GetQuestTemplate(startQuest.QuestID);
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if (!quest)
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return;
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auto itr = std::find_if(sAdventureMapPOIStore.begin(), sAdventureMapPOIStore.end(), [&](AdventureMapPOIEntry const* adventureMap)
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{
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return adventureMap->QuestID == uint32(startQuest.QuestID) && _player->MeetPlayerCondition(adventureMap->PlayerConditionID);
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});
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if (itr == sAdventureMapPOIStore.end())
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return;
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if (_player->CanTakeQuest(quest, true))
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_player->AddQuestAndCheckCompletion(quest, _player);
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}
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