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https://github.com/mangosfour/server.git
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This version allows using id of some text from database instead of text itself, and will then simplify locales especially from script side. Thanks to Vladimir who woke up to hundreds of questions and lines of weird test code, helping me out with all the stuff i didn't understand (which was about 75% of the changes done in here :P ) Signed-off-by: NoFantasy <nofantasy@nf.no>
286 lines
12 KiB
C++
286 lines
12 KiB
C++
/*
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* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef MANGOSSERVER_GOSSIP_H
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#define MANGOSSERVER_GOSSIP_H
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#include "Common.h"
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#include "QuestDef.h"
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#include "NPCHandler.h"
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class WorldSession;
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#define GOSSIP_MAX_MENU_ITEMS 64 // client supported items unknown, but provided number must be enough
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#define DEFAULT_GOSSIP_MESSAGE 0xffffff
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enum Gossip_Option
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{
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GOSSIP_OPTION_NONE = 0, //UNIT_NPC_FLAG_NONE (0)
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GOSSIP_OPTION_GOSSIP = 1, //UNIT_NPC_FLAG_GOSSIP (1)
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GOSSIP_OPTION_QUESTGIVER = 2, //UNIT_NPC_FLAG_QUESTGIVER (2)
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GOSSIP_OPTION_VENDOR = 3, //UNIT_NPC_FLAG_VENDOR (128)
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GOSSIP_OPTION_TAXIVENDOR = 4, //UNIT_NPC_FLAG_TAXIVENDOR (8192)
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GOSSIP_OPTION_TRAINER = 5, //UNIT_NPC_FLAG_TRAINER (16)
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GOSSIP_OPTION_SPIRITHEALER = 6, //UNIT_NPC_FLAG_SPIRITHEALER (16384)
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GOSSIP_OPTION_SPIRITGUIDE = 7, //UNIT_NPC_FLAG_SPIRITGUIDE (32768)
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GOSSIP_OPTION_INNKEEPER = 8, //UNIT_NPC_FLAG_INNKEEPER (65536)
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GOSSIP_OPTION_BANKER = 9, //UNIT_NPC_FLAG_BANKER (131072)
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GOSSIP_OPTION_PETITIONER = 10, //UNIT_NPC_FLAG_PETITIONER (262144)
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GOSSIP_OPTION_TABARDDESIGNER = 11, //UNIT_NPC_FLAG_TABARDDESIGNER (524288)
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GOSSIP_OPTION_BATTLEFIELD = 12, //UNIT_NPC_FLAG_BATTLEFIELDPERSON (1048576)
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GOSSIP_OPTION_AUCTIONEER = 13, //UNIT_NPC_FLAG_AUCTIONEER (2097152)
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GOSSIP_OPTION_STABLEPET = 14, //UNIT_NPC_FLAG_STABLE (4194304)
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GOSSIP_OPTION_ARMORER = 15, //UNIT_NPC_FLAG_ARMORER (4096)
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GOSSIP_OPTION_UNLEARNTALENTS = 16, //UNIT_NPC_FLAG_TRAINER (16) (bonus option for GOSSIP_OPTION_TRAINER)
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GOSSIP_OPTION_UNLEARNPETSKILLS = 17, //UNIT_NPC_FLAG_TRAINER (16) (bonus option for GOSSIP_OPTION_TRAINER)
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GOSSIP_OPTION_MAX
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};
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enum GossipOptionIcon
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{
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GOSSIP_ICON_CHAT = 0, //white chat bubble
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GOSSIP_ICON_VENDOR = 1, //brown bag
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GOSSIP_ICON_TAXI = 2, //flight
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GOSSIP_ICON_TRAINER = 3, //book
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GOSSIP_ICON_INTERACT_1 = 4, //interaction wheel
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GOSSIP_ICON_INTERACT_2 = 5, //interaction wheel
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GOSSIP_ICON_MONEY_BAG = 6, //brown bag with yellow dot
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GOSSIP_ICON_TALK = 7, //white chat bubble with black dots
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GOSSIP_ICON_TABARD = 8, //tabard
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GOSSIP_ICON_BATTLE = 9, //two swords
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GOSSIP_ICON_DOT = 10, //yellow dot
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GOSSIP_ICON_CHAT_11 = 11, //This and below are most the same visual as GOSSIP_ICON_CHAT
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GOSSIP_ICON_CHAT_12 = 12, //but are still used for unknown reasons.
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GOSSIP_ICON_CHAT_13 = 13,
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GOSSIP_ICON_CHAT_14 = 14, // probably invalid
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GOSSIP_ICON_CHAT_15 = 15, // probably invalid
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GOSSIP_ICON_CHAT_16 = 16,
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GOSSIP_ICON_CHAT_17 = 17,
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GOSSIP_ICON_CHAT_18 = 18,
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GOSSIP_ICON_CHAT_19 = 19,
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GOSSIP_ICON_CHAT_20 = 20,
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GOSSIP_ICON_MAX
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};
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//POI icons. Many more exist, list not complete.
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enum Poi_Icon
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{
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ICON_POI_BLANK = 0, // Blank (not visible), in 2.4.3 have value 15 with 1..15 values in 0..14 range
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ICON_POI_GREY_AV_MINE = 1, // Grey mine lorry
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ICON_POI_RED_AV_MINE = 2, // Red mine lorry
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ICON_POI_BLUE_AV_MINE = 3, // Blue mine lorry
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ICON_POI_BWTOMB = 4, // Blue and White Tomb Stone
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ICON_POI_SMALL_HOUSE = 5, // Small house
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ICON_POI_GREYTOWER = 6, // Grey Tower
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ICON_POI_REDFLAG = 7, // Red Flag w/Yellow !
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ICON_POI_TOMBSTONE = 8, // Normal tomb stone (brown)
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ICON_POI_BWTOWER = 9, // Blue and White Tower
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ICON_POI_REDTOWER = 10, // Red Tower
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ICON_POI_BLUETOWER = 11, // Blue Tower
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ICON_POI_RWTOWER = 12, // Red and White Tower
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ICON_POI_REDTOMB = 13, // Red Tomb Stone
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ICON_POI_RWTOMB = 14, // Red and White Tomb Stone
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ICON_POI_BLUETOMB = 15, // Blue Tomb Stone
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ICON_POI_16 = 16, // Grey ?
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ICON_POI_17 = 17, // Blue/White ?
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ICON_POI_18 = 18, // Blue ?
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ICON_POI_19 = 19, // Red and White ?
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ICON_POI_20 = 20, // Red ?
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ICON_POI_GREYLOGS = 21, // Grey Wood Logs
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ICON_POI_BWLOGS = 22, // Blue and White Wood Logs
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ICON_POI_BLUELOGS = 23, // Blue Wood Logs
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ICON_POI_RWLOGS = 24, // Red and White Wood Logs
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ICON_POI_REDLOGS = 25, // Red Wood Logs
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ICON_POI_26 = 26, // Grey ?
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ICON_POI_27 = 27, // Blue and White ?
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ICON_POI_28 = 28, // Blue ?
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ICON_POI_29 = 29, // Red and White ?
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ICON_POI_30 = 30, // Red ?
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ICON_POI_GREYHOUSE = 31, // Grey House
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ICON_POI_BWHOUSE = 32, // Blue and White House
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ICON_POI_BLUEHOUSE = 33, // Blue House
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ICON_POI_RWHOUSE = 34, // Red and White House
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ICON_POI_REDHOUSE = 35, // Red House
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ICON_POI_GREYHORSE = 36, // Grey Horse
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ICON_POI_BWHORSE = 37, // Blue and White Horse
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ICON_POI_BLUEHORSE = 38, // Blue Horse
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ICON_POI_RWHORSE = 39, // Red and White Horse
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ICON_POI_REDHORSE = 40 // Red Horse
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};
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struct GossipMenuItem
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{
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uint8 m_gIcon;
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bool m_gCoded;
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std::string m_gMessage;
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uint32 m_gSender;
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uint32 m_gOptionId;
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std::string m_gBoxMessage;
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uint32 m_gBoxMoney;
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};
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typedef std::vector<GossipMenuItem> GossipMenuItemList;
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struct GossipMenuItemData
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{
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uint32 m_gAction_menu;
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uint32 m_gAction_poi;
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uint32 m_gAction_script;
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};
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typedef std::vector<GossipMenuItemData> GossipMenuItemDataList;
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struct QuestMenuItem
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{
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uint32 m_qId;
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uint8 m_qIcon;
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};
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typedef std::vector<QuestMenuItem> QuestMenuItemList;
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class MANGOS_DLL_SPEC GossipMenu
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{
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public:
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explicit GossipMenu(WorldSession* session);
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~GossipMenu();
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void AddMenuItem(uint8 Icon, const std::string& Message, bool Coded = false);
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void AddMenuItem(uint8 Icon, const std::string& Message, uint32 dtSender, uint32 dtAction, const std::string& BoxMessage, uint32 BoxMoney, bool Coded = false);
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// for using from scripts, don't must be inlined
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void AddMenuItem(uint8 Icon, char const* Message, bool Coded = false);
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void AddMenuItem(uint8 Icon, char const* Message, uint32 dtSender, uint32 dtAction, char const* BoxMessage, uint32 BoxMoney, bool Coded = false);
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void AddMenuItem(uint8 Icon, int32 itemText, uint32 dtSender, uint32 dtAction, int32 boxText, uint32 BoxMoney, bool Coded = false);
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void SetMenuId(uint32 menu_id) { m_gMenuId = menu_id; }
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uint32 GetMenuId() { return m_gMenuId; }
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void AddGossipMenuItemData(uint32 action_menu, uint32 action_poi, uint32 action_script);
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unsigned int MenuItemCount() const
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{
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return m_gItems.size();
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}
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bool Empty() const
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{
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return m_gItems.empty();
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}
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GossipMenuItem const& GetItem( unsigned int Id )
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{
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return m_gItems[ Id ];
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}
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GossipMenuItemData const& GetItemData(unsigned int indexId)
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{
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return m_gItemsData[indexId];
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}
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uint32 MenuItemSender( unsigned int ItemId );
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uint32 MenuItemAction( unsigned int ItemId );
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bool MenuItemCoded( unsigned int ItemId );
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void ClearMenu();
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WorldSession* GetMenuSession() const { return m_session; }
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protected:
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GossipMenuItemList m_gItems;
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GossipMenuItemDataList m_gItemsData;
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uint32 m_gMenuId;
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private:
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WorldSession* m_session;
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};
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class QuestMenu
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{
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public:
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QuestMenu();
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~QuestMenu();
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void AddMenuItem( uint32 QuestId, uint8 Icon);
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void ClearMenu();
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uint8 MenuItemCount() const
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{
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return m_qItems.size();
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}
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bool Empty() const
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{
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return m_qItems.empty();
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}
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bool HasItem( uint32 questid );
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QuestMenuItem const& GetItem( uint16 Id )
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{
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return m_qItems[ Id ];
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}
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protected:
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QuestMenuItemList m_qItems;
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};
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class MANGOS_DLL_SPEC PlayerMenu
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{
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private:
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GossipMenu mGossipMenu;
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QuestMenu mQuestMenu;
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public:
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explicit PlayerMenu(WorldSession *Session);
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~PlayerMenu();
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GossipMenu& GetGossipMenu() { return mGossipMenu; }
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QuestMenu& GetQuestMenu() { return mQuestMenu; }
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WorldSession* GetMenuSession() const { return mGossipMenu.GetMenuSession(); }
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bool Empty() const { return mGossipMenu.Empty() && mQuestMenu.Empty(); }
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void ClearMenus();
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uint32 GossipOptionSender( unsigned int Selection );
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uint32 GossipOptionAction( unsigned int Selection );
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bool GossipOptionCoded( unsigned int Selection );
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void SendGossipMenu( uint32 TitleTextId, uint64 npcGUID );
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void CloseGossip();
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void SendPointOfInterest( float X, float Y, uint32 Icon, uint32 Flags, uint32 Data, const char * locName );
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void SendPointOfInterest( uint32 poi_id );
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void SendTalking( uint32 textID );
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void SendTalking( char const * title, char const * text );
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/*********************************************************/
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/*** QUEST SYSTEM ***/
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/*********************************************************/
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void SendQuestGiverStatus( uint8 questStatus, uint64 npcGUID );
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void SendQuestGiverQuestList( QEmote eEmote, const std::string& Title, uint64 npcGUID );
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void SendQuestQueryResponse ( Quest const *pQuest );
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void SendQuestGiverQuestDetails( Quest const *pQuest, uint64 npcGUID, bool ActivateAccept);
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void SendQuestGiverOfferReward( Quest const* pQuest, uint64 npcGUID, bool EnbleNext );
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void SendQuestGiverRequestItems( Quest const *pQuest, uint64 npcGUID, bool Completable, bool CloseOnCancel );
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};
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#endif
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