/*
* Copyright (C) 2008-2016 TrinityCore
*
* 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, see .
*/
#include "ScriptedGossip.h"
#include "Player.h"
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); }
// 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); }
// 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, ObjectGuid 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(); }