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fix: right-clicking a quest-starting item now opens the quest offer dialog
Items with startQuestId != 0 were calling useItemBySlot()/useItemInBag() which sends CMSG_USE_ITEM — but quest-starting items have no on-use spell, so the server silently ignored the packet and no quest dialog appeared. Fix: - offerQuestFromItem(itemGuid, questId): sends CMSG_QUESTGIVER_QUERY_QUEST with the item's own GUID as the questgiver GUID. The server responds with SMSG_QUESTGIVER_QUEST_DETAILS which handleQuestDetails() already picks up and opens the Accept/Decline dialog with full rewards/description. - getBagItemGuid(bagIndex, slotIndex): resolves the per-slot item GUID from the bag's containerContents_ map (mirrors the logic inside useItemInBag). - inventory_screen.cpp right-click handler: checks item.startQuestId != 0 before the equip/use branch; if set, resolves item GUID and calls offerQuestFromItem. Works for both backpack slots and bag slots.
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3 changed files with 43 additions and 4 deletions
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@ -1460,6 +1460,9 @@ public:
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void acceptQuest();
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void declineQuest();
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void closeGossip();
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// Quest-starting items: right-click triggers quest offer dialog via questgiver protocol
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void offerQuestFromItem(uint64_t itemGuid, uint32_t questId);
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uint64_t getBagItemGuid(int bagIndex, int slotIndex) const;
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bool isGossipWindowOpen() const { return gossipWindowOpen; }
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const GossipMessageData& getCurrentGossip() const { return currentGossip; }
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bool isQuestDetailsOpen() {
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@ -20552,6 +20552,34 @@ void GameHandler::closeGossip() {
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currentGossip = GossipMessageData{};
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}
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void GameHandler::offerQuestFromItem(uint64_t itemGuid, uint32_t questId) {
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if (state != WorldState::IN_WORLD || !socket) return;
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if (itemGuid == 0 || questId == 0) {
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addSystemChatMessage("Cannot start quest right now.");
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return;
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}
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// Send CMSG_QUESTGIVER_QUERY_QUEST with the item GUID as the "questgiver."
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// The server responds with SMSG_QUESTGIVER_QUEST_DETAILS which handleQuestDetails()
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// picks up and opens the Accept/Decline dialog.
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auto queryPkt = packetParsers_
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? packetParsers_->buildQueryQuestPacket(itemGuid, questId)
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: QuestgiverQueryQuestPacket::build(itemGuid, questId);
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socket->send(queryPkt);
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LOG_INFO("offerQuestFromItem: itemGuid=0x", std::hex, itemGuid, std::dec,
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" questId=", questId);
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}
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uint64_t GameHandler::getBagItemGuid(int bagIndex, int slotIndex) const {
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if (bagIndex < 0 || bagIndex >= inventory.NUM_BAG_SLOTS) return 0;
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if (slotIndex < 0) return 0;
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uint64_t bagGuid = equipSlotGuids_[19 + bagIndex];
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if (bagGuid == 0) return 0;
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auto it = containerContents_.find(bagGuid);
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if (it == containerContents_.end()) return 0;
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if (slotIndex >= static_cast<int>(it->second.numSlots)) return 0;
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return it->second.slotGuids[slotIndex];
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}
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void GameHandler::openVendor(uint64_t npcGuid) {
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if (state != WorldState::IN_WORLD || !socket) return;
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buybackItems_.clear();
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@ -2335,8 +2335,12 @@ void InventoryScreen::renderItemSlot(game::Inventory& inventory, const game::Ite
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} else if (kind == SlotKind::BACKPACK && backpackIndex >= 0) {
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LOG_INFO("Right-click backpack item: name='", item.name,
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"' inventoryType=", (int)item.inventoryType,
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" itemId=", item.itemId);
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if (item.inventoryType > 0) {
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" itemId=", item.itemId,
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" startQuestId=", item.startQuestId);
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if (item.startQuestId != 0) {
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uint64_t iGuid = gameHandler_->getBackpackItemGuid(backpackIndex);
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gameHandler_->offerQuestFromItem(iGuid, item.startQuestId);
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} else if (item.inventoryType > 0) {
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gameHandler_->autoEquipItemBySlot(backpackIndex);
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} else {
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gameHandler_->useItemBySlot(backpackIndex);
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@ -2344,8 +2348,12 @@ void InventoryScreen::renderItemSlot(game::Inventory& inventory, const game::Ite
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} else if (kind == SlotKind::BACKPACK && isBagSlot) {
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LOG_INFO("Right-click bag item: name='", item.name,
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"' inventoryType=", (int)item.inventoryType,
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" bagIndex=", bagIndex, " slotIndex=", bagSlotIndex);
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if (item.inventoryType > 0) {
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" bagIndex=", bagIndex, " slotIndex=", bagSlotIndex,
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" startQuestId=", item.startQuestId);
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if (item.startQuestId != 0) {
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uint64_t iGuid = gameHandler_->getBagItemGuid(bagIndex, bagSlotIndex);
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gameHandler_->offerQuestFromItem(iGuid, item.startQuestId);
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} else if (item.inventoryType > 0) {
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gameHandler_->autoEquipItemInBag(bagIndex, bagSlotIndex);
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} else {
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gameHandler_->useItemInBag(bagIndex, bagSlotIndex);
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