-
Notifications
You must be signed in to change notification settings - Fork 202
Expand file tree
/
Copy pathexample_gossip_codebox.cpp
More file actions
100 lines (85 loc) · 3.35 KB
/
example_gossip_codebox.cpp
File metadata and controls
100 lines (85 loc) · 3.35 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
/* This file is part of the ScriptDev2 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/* ScriptData
SDName: Example_Gossip_Codebox
SD%Complete: 100
SDComment: Show a codebox in gossip option
SDCategory: Script Examples
EndScriptData */
#include "precompiled.h"
#include <cstring>
enum
{
SPELL_POLYMORPH = 12826,
SPELL_MARK_OF_THE_WILD = 26990,
SAY_NOT_INTERESTED = -1999922,
SAY_WRONG = -1999923,
SAY_CORRECT = -1999924
};
// Should actually be handled in SD2-database!
#define GOSSIP_ITEM_1 "A quiz: what's your name?"
#define GOSSIP_ITEM_2 "I'm not interested"
// This function is called when the player opens the gossip menubool
bool GossipHello_example_gossip_codebox(Player* pPlayer, Creature* pCreature)
{
pPlayer->ADD_GOSSIP_ITEM_EXTENDED(0, GOSSIP_ITEM_1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1, "", 0, true);
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_2, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 2);
pPlayer->PlayerTalkClass->SendGossipMenu(907, pCreature->GetObjectGuid());
return true;
}
// This function is called when the player clicks an option on the gossip menubool
bool GossipSelect_example_gossip_codebox(Player* pPlayer, Creature* pCreature, uint32 /*uiSender*/, uint32 uiAction)
{
if (uiAction == GOSSIP_ACTION_INFO_DEF + 2)
{
DoScriptText(SAY_NOT_INTERESTED, pCreature);
pPlayer->CLOSE_GOSSIP_MENU();
}
return true;
}
bool GossipSelectWithCode_example_gossip_codebox(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction, const char* sCode)
{
if (uiSender == GOSSIP_SENDER_MAIN)
{
switch (uiAction)
{
case GOSSIP_ACTION_INFO_DEF+1:
if (std::strcmp(sCode, pPlayer->GetName()) != 0)
{
DoScriptText(SAY_WRONG, pCreature);
pCreature->CastSpell(pPlayer, SPELL_POLYMORPH, true);
}
else
{
DoScriptText(SAY_CORRECT, pCreature);
pCreature->CastSpell(pPlayer, SPELL_MARK_OF_THE_WILD, true);
}
pPlayer->CLOSE_GOSSIP_MENU();
return true;
}
}
return false;
}
void AddSC_example_gossip_codebox()
{
Script* pNewScript;
pNewScript = new Script;
pNewScript->Name = "example_gossip_codebox";
pNewScript->pGossipHello = &GossipHello_example_gossip_codebox;
pNewScript->pGossipSelect = &GossipSelect_example_gossip_codebox;
pNewScript->pGossipSelectWithCode = &GossipSelectWithCode_example_gossip_codebox;
pNewScript->RegisterSelf(false);
}