本文整理汇总了C++中GuidHigh2TypeId函数的典型用法代码示例。如果您正苦于以下问题:C++ GuidHigh2TypeId函数的具体用法?C++ GuidHigh2TypeId怎么用?C++ GuidHigh2TypeId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GuidHigh2TypeId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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: id
void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket & recv_data)
{
uint64 guid;
uint32 bgTypeId_;
uint32 instanceId;
uint8 joinAsGroup;
bool isPremade = false;
Group * grp = NULL;
recv_data >> guid; // battlemaster guid
recv_data >> bgTypeId_; // battleground type id (DBC id)
recv_data >> instanceId; // instance id, 0 if First Available selected
recv_data >> joinAsGroup; // join as group
if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
{
sLog->outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u",bgTypeId_,_player->GetGUIDLow());
return;
}
if (sDisableMgr->IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, bgTypeId_, NULL))
{
ChatHandler(this).PSendSysMessage(LANG_BG_DISABLED);
return;
}
BattlegroundTypeId bgTypeId = BattlegroundTypeId(bgTypeId_);
sLog->outDebug("WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from (GUID: %u TypeId:%u)", GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid)));
// can do this, since it's battleground, not arena
BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, 0);
BattlegroundQueueTypeId bgQueueTypeIdRandom = BattlegroundMgr::BGQueueTypeId(BATTLEGROUND_RB, 0);
// ignore if player is already in BG
if (_player->InBattleground())
return;
// get bg instance or bg template if instance not found
Battleground *bg = NULL;
if (instanceId)
bg = sBattlegroundMgr->GetBattlegroundThroughClientInstance(instanceId, bgTypeId);
if (!bg)
bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
if (!bg)
return;
// expected bracket entry
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),_player->getLevel());
if (!bracketEntry)
return;
GroupJoinBattlegroundResult err;
// check queue conditions
if (!joinAsGroup)
{
if (GetPlayer()->isUsingLfg())
{
// player is using dungeon finder or raid finder
WorldPacket data;
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_LFG_CANT_USE_BATTLEGROUND);
GetPlayer()->GetSession()->SendPacket(&data);
return;
}
// check Deserter debuff
if (!_player->CanJoinToBattleground())
{
WorldPacket data;
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS);
_player->GetSession()->SendPacket(&data);
return;
}
if (_player->GetBattlegroundQueueIndex(bgQueueTypeIdRandom) < PLAYER_MAX_BATTLEGROUND_QUEUES)
{
//player is already in random queue
WorldPacket data;
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_IN_RANDOM_BG);
_player->GetSession()->SendPacket(&data);
return;
}
if (_player->InBattlegroundQueue() && bgTypeId == BATTLEGROUND_RB)
{
//player is already in queue, can't start random queue
WorldPacket data;
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_IN_NON_RANDOM_BG);
_player->GetSession()->SendPacket(&data);
return;
}
// check if already in queue
if (_player->GetBattlegroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES)
//player is already in this queue
return;
// check if has free queue slots
//.........这里部分代码省略.........
示例2: TC_LOG_INFO
void WorldSession::HandleQuestgiverStatusQueryOpcode(WorldPacket& recvData)
{
uint64 guid;
recvData >> guid;
uint32 questStatus = DIALOG_STATUS_NONE;
Object* questGiver = ObjectAccessor::GetObjectByTypeMask(*_player, guid, TYPEMASK_UNIT | TYPEMASK_GAMEOBJECT);
if (!questGiver)
{
TC_LOG_INFO("network", "Error in CMSG_QUESTGIVER_STATUS_QUERY, called for non-existing questgiver (Typeid: %u GUID: %u)", GuidHigh2TypeId(GUID_HIPART(guid)), GUID_LOPART(guid));
return;
}
switch (questGiver->GetTypeId())
{
case TYPEID_UNIT:
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_QUESTGIVER_STATUS_QUERY for npc, guid = %u", questGiver->GetGUIDLow());
if (!questGiver->ToCreature()->IsHostileTo(_player)) // do not show quest status to enemies
questStatus = _player->GetQuestDialogStatus(questGiver);
break;
}
case TYPEID_GAMEOBJECT:
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_QUESTGIVER_STATUS_QUERY for GameObject guid = %u", questGiver->GetGUIDLow());
questStatus = _player->GetQuestDialogStatus(questGiver);
break;
}
default:
TC_LOG_ERROR("network", "QuestGiver called for unexpected type %u", questGiver->GetTypeId());
break;
}
//inform client about status of quest
_player->PlayerTalkClass->SendQuestGiverStatus(questStatus, guid);
}
示例3: from
void WorldSession::HandleBattlemasterHelloOpcode(WorldPacket & recv_data)
{
uint64 guid;
recv_data >> guid;
sLog->outDebug("WORLD: Recvd CMSG_BATTLEMASTER_HELLO Message from (GUID: %u TypeId:%u)", GUID_LOPART(guid),GuidHigh2TypeId(GUID_HIPART(guid)));
Creature *unit = GetPlayer()->GetMap()->GetCreature(guid);
if (!unit)
return;
if (!unit->isBattleMaster()) // it's not battlemaster
return;
// Stop the npc if moving
unit->StopMoving();
BattlegroundTypeId bgTypeId = sBattlegroundMgr->GetBattleMasterBG(unit->GetEntry());
if (!_player->GetBGAccessByLevel(bgTypeId))
{
// temp, must be gossip message...
SendNotification(LANG_YOUR_BG_LEVEL_REQ_ERROR);
return;
}
SendBattlegGroundList(guid, bgTypeId);
}
示例4: SF_LOG_DEBUG
void WorldSession::HandleInspectArenaTeamsOpcode(WorldPacket& recvData)
{
SF_LOG_DEBUG("network", "MSG_INSPECT_ARENA_TEAMS");
uint64 guid;
recvData >> guid;
SF_LOG_DEBUG("network", "Inspect Arena stats (GUID: %u TypeId: %u)", GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid)));
if (Player* player = ObjectAccessor::FindPlayer(guid))
{
for (uint8 i = 0; i < MAX_ARENA_SLOT; ++i)
{
if (uint32 a_id = player->GetArenaTeamId(i))
{
if (ArenaTeam* arenaTeam = sArenaTeamMgr->GetArenaTeamById(a_id))
arenaTeam->Inspect(this, player->GetGUID());
}
}
}
}
示例5: from
void WorldSession::HandleBattlemasterHelloOpcode(WorldPacket & recv_data)
{
uint64 guid;
recv_data >> guid;
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_BATTLEMASTER_HELLO Message from (GUID: %u TypeId:%u)", GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid)));
Creature *unit = GetPlayer()->GetMap()->GetCreature(guid);
if (!unit)
return;
if (!unit->isBattleMaster()) // it's not battlemaster
return;
// Stop the npc if moving
unit->StopMoving();
SendBattlegGroundList(guid);
}
示例6: stats
void WorldSession::HandleInspectArenaTeamsOpcode(WorldPacket & recvData)
{
sLog->outDebug(LOG_FILTER_NETWORKIO, "MSG_INSPECT_ARENA_TEAMS");
uint64 guid;
recvData >> guid;
sLog->outDebug(LOG_FILTER_NETWORKIO, "Inspect Arena stats (GUID: %u TypeId: %u)", GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid)));
if (Player* player = sObjectMgr->GetPlayer(guid))
{
for (uint8 i = 0; i < MAX_ARENA_SLOT; ++i)
{
if (uint32 a_id = player->GetArenaTeamId(i))
{
if (ArenaTeam* arenaTeam = sObjectMgr->GetArenaTeamById(a_id))
arenaTeam->Inspect(this, player->GetGUID());
}
}
}
}
示例7: CHECK_PACKET_SIZE
void WorldSession::HandleAttackSwingOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,8);
uint64 guid;
recv_data >> guid;
DEBUG_LOG( "WORLD: Recvd CMSG_ATTACKSWING Message guidlow:%u guidhigh:%u", GUID_LOPART(guid), GUID_HIPART(guid) );
Unit *pEnemy = ObjectAccessor::GetUnit(*_player, guid);
if(!pEnemy)
{
if(!IS_UNIT_GUID(guid))
sLog.outError("WORLD: Object %u (TypeID: %u) isn't player, pet or creature",GUID_LOPART(guid),GuidHigh2TypeId(GUID_HIPART(guid)));
else
sLog.outError( "WORLD: Enemy %s %u not found",GetLogNameForGuid(guid),GUID_LOPART(guid));
// stop attack state at client
SendAttackStop(NULL);
return;
}
if(_player->IsFriendlyTo(pEnemy) || pEnemy->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE))
{
sLog.outError( "WORLD: Enemy %s %u is friendly",(IS_PLAYER_GUID(guid) ? "player" : "creature"),GUID_LOPART(guid));
// stop attack state at client
SendAttackStop(pEnemy);
return;
}
if(!pEnemy->isAlive())
{
// client can generate swing to known dead target if autoswitch between autoshot and autohit is enabled in client options
// stop attack state at client
SendAttackStop(pEnemy);
return;
}
_player->Attack(pEnemy,true);
}
示例8: id
void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data )
{
uint64 guid;
uint32 bgTypeId_;
uint32 instanceId;
uint8 joinAsGroup;
bool isPremade = false;
Group * grp;
recv_data >> guid; // battlemaster guid
recv_data >> bgTypeId_; // battleground type id (DBC id)
recv_data >> instanceId; // instance id, 0 if First Available selected
recv_data >> joinAsGroup; // join as group
if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
{
sLog.outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u",bgTypeId_,_player->GetGUIDLow());
return;
}
BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_);
sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from (GUID: %u TypeId:%u)", GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid)));
// can do this, since it's battleground, not arena
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, 0);
// ignore if player is already in BG
if (_player->InBattleGround())
return;
// get bg instance or bg template if instance not found
BattleGround *bg = NULL;
if (instanceId)
bg = sBattleGroundMgr.GetBattleGroundThroughClientInstance(instanceId, bgTypeId);
if (!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId)))
{
sLog.outError("Battleground: no available bg / template found");
return;
}
// expected bracket entry
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),_player->getLevel());
if (!bracketEntry)
return;
// check queueing conditions
if (!joinAsGroup)
{
// check Deserter debuff
if (!_player->CanJoinToBattleground())
{
WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
data << uint32(0xFFFFFFFE);
_player->GetSession()->SendPacket(&data);
return;
}
// check if already in queue
if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES)
//player is already in this queue
return;
// check if has free queue slots
if (!_player->HasFreeBattleGroundQueueId())
return;
}
else
{
grp = _player->GetGroup();
// no group found, error
if (!grp)
return;
uint32 err = grp->CanJoinBattleGroundQueue(bg, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0);
isPremade = (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam());
if (err != BG_JOIN_ERR_OK)
{
SendBattleGroundOrArenaJoinError(err);
return;
}
}
// if we're here, then the conditions to join a bg are met. We can proceed in joining.
// _player->GetGroup() was already checked, grp is already initialized
BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
if (joinAsGroup /* && _player->GetGroup()*/)
{
sLog.outDebug("Battleground: the following players are joining as group:");
GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, 0, false, isPremade, 0);
uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId());
for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *member = itr->getSource();
if(!member) continue; // this should never happen
uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId); // add to queue
WorldPacket data;
// send status packet (in queue)
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType);
member->GetSession()->SendPacket(&data);
//.........这里部分代码省略.........
示例9: DEBUG_LOG
void WorldSession::HandleAttackSwingOpcode( WorldPacket & recv_data )
{
uint64 guid;
recv_data >> guid;
DEBUG_LOG( "WORLD: Recvd CMSG_ATTACKSWING Message guidlow:%u guidhigh:%u", GUID_LOPART(guid), GUID_HIPART(guid) );
Unit *pEnemy = ObjectAccessor::GetUnit(*_player, guid);
if(!pEnemy)
{
if(!IS_UNIT_GUID(guid))
sLog.outError("WORLD: Object %u (TypeID: %u) isn't player, pet or creature",GUID_LOPART(guid),GuidHigh2TypeId(GUID_HIPART(guid)));
else
sLog.outError( "WORLD: Enemy %s %u not found",GetLogNameForGuid(guid),GUID_LOPART(guid));
// stop attack state at client
SendAttackStop(NULL);
return;
}
if(!_player->canAttack(pEnemy))
{
sLog.outError( "WORLD: Enemy %s %u is friendly",(IS_PLAYER_GUID(guid) ? "player" : "creature"),GUID_LOPART(guid));
// stop attack state at client
SendAttackStop(pEnemy);
return;
}
_player->Attack(pEnemy,true);
}
示例10: id
void WorldSession::HandleBattleGroundJoinOpcode(WorldPacket& recv_data)
{
uint64 guid;
uint32 bgTypeId;
uint32 instanceId;
uint8 joinAsGroup;
Group * grp;
recv_data >> guid; // battlemaster guid
recv_data >> bgTypeId; // battleground type id (DBC id)
recv_data >> instanceId; // instance id, 0 if First Available selected
recv_data >> joinAsGroup; // join as group
if (bgTypeId >= MAX_BATTLEGROUND_TYPES)
{
sLog.outError("Battleground: invalid bgtype received. possible cheater? player guid %u",_player->GetGUIDLow());
return;
}
sLog.outDebug("WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from (GUID: %u TypeId:%u)", GUID_LOPART(guid),GuidHigh2TypeId(GUID_HIPART(guid)));
// can do this, since it's battleground, not arena
uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, 0);
// ignore if player is already in BG
if (_player->InBattleGround())
return;
Creature *unit = GetPlayer()->GetMap()->GetCreature(guid);
if (!unit)
return;
if (!unit->isBattleMaster()) // it's not battlemaster
return;
// get bg instance or bg template if instance not found
BattleGround *bg = NULL;
if (instanceId)
bg = sBattleGroundMgr.GetBattleGround(instanceId);
if (!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId)))
{
sLog.outError("Battleground: no available bg / template found");
return;
}
// check queueing conditions
if (!joinAsGroup)
{
// check Deserter debuff
if (!_player->CanJoinToBattleground())
{
WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
data << (uint32) 0xFFFFFFFE;
_player->GetSession()->SendPacket(&data);
return;
}
// check if already in queue
if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES)
//player is already in this queue
return;
// check if has free queue slots
if (!_player->HasFreeBattleGroundQueueId())
return;
}
else
{
grp = _player->GetGroup();
// no group found, error
if (!grp)
return;
uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0);
if (err != BG_JOIN_ERR_OK)
{
SendBattleGroundOrArenaJoinError(err);
return;
}
}
// if we're here, then the conditions to join a bg are met. We can proceed in joining.
// _player->GetGroup() was already checked, grp is already initialized
if (joinAsGroup /* && _player->GetGroup()*/)
{
sLog.outDebug("Battleground: the following players are joining as group:");
GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0);
for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *member = itr->getSource();
if (!member) continue; // this should never happen
uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId); // add to queue
// store entry point coords (same as leader entry point)
if (!sWorld.getConfig(CONFIG_BATTLEGROUND_WRATH_LEAVE_MODE))
member->SetBattleGroundEntryPoint(member->GetMapId(), member->GetPositionX(), member->GetPositionY(), member->GetPositionZ(), member->GetOrientation());
WorldPacket data;
// send status packet (in queue)
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
member->GetSession()->SendPacket(&data);
//.........这里部分代码省略.........
示例11: CHECK_PACKET_SIZE
void WorldSession::HandleAttackSwingOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,8);
uint64 guid;
recv_data >> guid;
DEBUG_LOG( "WORLD: Recvd CMSG_ATTACKSWING Message guidlow:%u guidhigh:%u", GUID_LOPART(guid), GUID_HIPART(guid) );
Unit *pEnemy = ObjectAccessor::GetUnit(*_player, guid);
if(!pEnemy)
{
if(GUID_HIPART(guid)!=HIGHGUID_PLAYER && GUID_HIPART(guid)!=HIGHGUID_UNIT)
sLog.outError("WORLD: Object %u (TypeID: %u) isn't player or creature",GUID_LOPART(guid),GuidHigh2TypeId(GUID_HIPART(guid)));
else
sLog.outError( "WORLD: Enemy %s %u not found",(GUID_HIPART(guid)==HIGHGUID_PLAYER ? "player" : "creature"),GUID_LOPART(guid));
// stop attack state at client
WorldPacket data( SMSG_ATTACKSTOP, (4+20) ); // we guess size
data.append(GetPlayer()->GetPackGUID());
data << uint8(0x00); // must be packed guid
data << uint32(0); // unk, can be 1 also
SendPacket(&data);
return;
}
if(_player->IsFriendlyTo(pEnemy) || pEnemy->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE))
{
sLog.outError( "WORLD: Enemy %s %u is friendly",(GUID_HIPART(guid)==HIGHGUID_PLAYER ? "player" : "creature"),GUID_LOPART(guid));
// stop attack state at client
WorldPacket data( SMSG_ATTACKSTOP, (4+20) ); // we guess size
data.append(GetPlayer()->GetPackGUID());
data.append(pEnemy->GetPackGUID()); // must be packed guid
data << uint32(0); // unk, can be 1 also
SendPacket(&data);
return;
}
_player->Attack(pEnemy,true);
}
示例12: defined
void WorldSession::HandleInspectArenaTeamsOpcode(WorldPacket & recvData)
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outDebug(LOG_FILTER_NETWORKIO, "MSG_INSPECT_ARENA_TEAMS");
#endif
uint64 guid;
recvData >> guid;
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outDebug(LOG_FILTER_NETWORKIO, "Inspect Arena stats (GUID: %u TypeId: %u)", GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid)));
#endif
if (Player* player = ObjectAccessor::FindPlayer(guid))
{
for (uint8 i = 0; i < MAX_ARENA_SLOT; ++i)
{
if (uint32 a_id = player->GetArenaTeamId(i))
{
if (ArenaTeam* arenaTeam = sArenaTeamMgr->GetArenaTeamById(a_id))
arenaTeam->Inspect(this, player->GetGUID());
}
}
}
}
示例13: TC_LOG_INFO
void WorldSession::HandleQuestgiverStatusQueryOpcode(WorldPacket& recvData)
{
ObjectGuid guid;
guid[4] = recvData.ReadBit();
guid[3] = recvData.ReadBit();
guid[2] = recvData.ReadBit();
guid[1] = recvData.ReadBit();
guid[0] = recvData.ReadBit();
guid[5] = recvData.ReadBit();
guid[7] = recvData.ReadBit();
guid[6] = recvData.ReadBit();
recvData.ReadByteSeq(guid[5]);
recvData.ReadByteSeq(guid[7]);
recvData.ReadByteSeq(guid[4]);
recvData.ReadByteSeq(guid[0]);
recvData.ReadByteSeq(guid[2]);
recvData.ReadByteSeq(guid[1]);
recvData.ReadByteSeq(guid[6]);
recvData.ReadByteSeq(guid[3]);
uint32 questStatus = DIALOG_STATUS_NONE;
uint32 defstatus = DIALOG_STATUS_NONE;
Object* questgiver = ObjectAccessor::GetObjectByTypeMask(*_player, guid, TYPEMASK_UNIT|TYPEMASK_GAMEOBJECT);
if (!questgiver)
{
TC_LOG_INFO("network", "Error in CMSG_QUESTGIVER_STATUS_QUERY, called for non-existing questgiver (Typeid: %u GUID: %u)", GuidHigh2TypeId(GUID_HIPART(guid)), GUID_LOPART(guid));
return;
}
switch (questgiver->GetTypeId())
{
case TYPEID_UNIT:
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_QUESTGIVER_STATUS_QUERY for npc, guid = %u", uint32(GUID_LOPART(guid)));
Creature* cr_questgiver=questgiver->ToCreature();
if (!cr_questgiver->IsHostileTo(_player)) // do not show quest status to enemies
{
questStatus = sScriptMgr->GetDialogStatus(_player, cr_questgiver);
if (questStatus > 6)
questStatus = getDialogStatus(_player, cr_questgiver, defstatus);
}
break;
}
case TYPEID_GAMEOBJECT:
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_QUESTGIVER_STATUS_QUERY for GameObject guid = %u", uint32(GUID_LOPART(guid)));
GameObject* go_questgiver=(GameObject*)questgiver;
questStatus = sScriptMgr->GetDialogStatus(_player, go_questgiver);
if (questStatus > 6)
questStatus = getDialogStatus(_player, go_questgiver, defstatus);
break;
}
default:
TC_LOG_ERROR("network", "QuestGiver called for unexpected type %u", questgiver->GetTypeId());
break;
}
//inform client about status of quest
_player->PlayerTalkClass->SendQuestGiverStatus(questStatus, guid);
}