[8952] Use default gossip menu options if no options exist for "top level" menu.

Also not close gossip menu in cases where no action_menu_id is set.

Signed-off-by: NoFantasy <nofantasy@nf.no>
This commit is contained in:
NoFantasy 2009-12-08 21:47:34 +01:00
parent d604b0a120
commit 4ca8b0defc
5 changed files with 27 additions and 5 deletions

View file

@ -12188,6 +12188,10 @@ void Player::PrepareGossipMenu(WorldObject *pSource, uint32 menuId)
GossipMenuItemsMapBounds pMenuItemBounds = sObjectMgr.GetGossipMenuItemsMapBounds(menuId);
// if default menuId and no menu options exist for this, use options from default options
if (pMenuItemBounds.first == pMenuItemBounds.second && menuId == GetDefaultGossipMenuForSource(pSource))
pMenuItemBounds = sObjectMgr.GetGossipMenuItemsMapBounds(0);
for(GossipMenuItemsMap::const_iterator itr = pMenuItemBounds.first; itr != pMenuItemBounds.second; ++itr)
{
bool bCanTalk = true;
@ -12405,10 +12409,6 @@ void Player::OnGossipSelect(WorldObject* pSource, uint32 gossipListId, uint32 me
PrepareGossipMenu(pSource, pMenuData.m_gAction_menu);
SendPreparedGossip(pSource);
}
else
{
PlayerTalkClass->CloseGossip();
}
if (pMenuData.m_gAction_poi)
PlayerTalkClass->SendPointOfInterest(pMenuData.m_gAction_poi);
@ -12519,6 +12519,16 @@ uint32 Player::GetGossipTextId(uint32 menuId)
return textId;
}
uint32 Player::GetDefaultGossipMenuForSource(WorldObject *pSource)
{
if (pSource->GetTypeId() == TYPEID_UNIT)
return ((Creature*)pSource)->GetCreatureInfo()->GossipMenuId;
else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
return((GameObject*)pSource)->GetGOInfo()->GetGossipMenuId();
return 0;
}
/*********************************************************/
/*** QUEST SYSTEM ***/
/*********************************************************/