Refactor(Core/Gossip): Replacing old macros with new (#1338)

* Correct support new macro
This commit is contained in:
Kargatum
2019-03-25 21:10:57 +07:00
committed by GitHub
parent 4abe082190
commit b6cb9247ba
99 changed files with 2840 additions and 2775 deletions

View File

@@ -8,13 +8,41 @@
#include "Player.h"
#include "Creature.h"
void ClearGossipMenuFor(Player* player) { player->PlayerTalkClass->ClearMenus(); }
void ClearGossipMenuFor(Player* player)
{
player->PlayerTalkClass->ClearMenus();
}
// Using provided text, not from DB
void AddGossipItemFor(Player* player, uint32 icon, const char* text, uint32 sender, uint32 action) { player->PlayerTalkClass->GetGossipMenu().AddMenuItem(-1, icon, text, sender, action, "", 0); }
void AddGossipItemFor(Player* player, uint32 icon, std::string const& text, uint32 sender, uint32 action)
{
player->PlayerTalkClass->GetGossipMenu().AddMenuItem(-1, icon, text, sender, action, "", 0);
}
// Using provided texts, not from DB
void AddGossipItemFor(Player* player, uint32 icon, const char* text, uint32 sender, uint32 action, const char* popupText, uint32 popupMoney, bool coded) { player->PlayerTalkClass->GetGossipMenu().AddMenuItem(-1, icon, text, sender, action, popupText, popupMoney, coded); }
void AddGossipItemFor(Player* player, uint32 icon, std::string const& text, uint32 sender, uint32 action, std::string const& popupText, uint32 popupMoney, bool coded)
{
player->PlayerTalkClass->GetGossipMenu().AddMenuItem(-1, icon, text, sender, action, popupText, popupMoney, coded);
}
// Uses gossip item info from DB
void AddGossipItemFor(Player* player, uint32 gossipMenuID, uint32 gossipMenuItemID, uint32 sender, uint32 action) { player->PlayerTalkClass->GetGossipMenu().AddMenuItem(gossipMenuID, gossipMenuItemID, sender, action); }
void SendGossipMenuFor(Player* player, uint32 npcTextID, uint64 const& guid) { player->PlayerTalkClass->SendGossipMenu(npcTextID, guid); }
void SendGossipMenuFor(Player* player, uint32 npcTextID, Creature const* creature) { if (creature) SendGossipMenuFor(player, npcTextID, creature->GetGUID()); }
void CloseGossipMenuFor(Player* player) { player->PlayerTalkClass->SendCloseGossip(); }
void AddGossipItemFor(Player* player, uint32 gossipMenuID, uint32 gossipMenuItemID, uint32 sender, uint32 action)
{
player->PlayerTalkClass->GetGossipMenu().AddMenuItem(gossipMenuID, gossipMenuItemID, sender, action);
}
void SendGossipMenuFor(Player* player, uint32 npcTextID, uint64 const& guid)
{
player->PlayerTalkClass->SendGossipMenu(npcTextID, guid);
}
void SendGossipMenuFor(Player* player, uint32 npcTextID, Creature const* creature)
{
if (creature)
SendGossipMenuFor(player, npcTextID, creature->GetGUID());
}
void CloseGossipMenuFor(Player* player)
{
player->PlayerTalkClass->SendCloseGossip();
}