18#ifndef TRINITYCORE_GOSSIP_H
19#define TRINITYCORE_GOSSIP_H
29#define GOSSIP_MAX_MENU_ITEMS 32
30#define DEFAULT_GOSSIP_MESSAGE 0xffffff
177 void AddGossipMenuItemData(
uint32 menuItemId,
uint32 gossipActionMenuId,
uint32 gossipActionPoi);
181 return _menuItems.size();
186 return _menuItems.empty();
191 GossipMenuItemContainer::const_iterator itr = _menuItems.find(
id);
192 if (itr != _menuItems.end())
200 GossipMenuItemDataContainer::const_iterator itr = _menuItemData.find(indexId);
201 if (itr != _menuItemData.end())
209 bool IsMenuItemCoded(
uint32 menuItemId)
const;
237 return _questMenuItems.size();
242 return _questMenuItems.empty();
245 bool HasItem(
uint32 questId)
const;
249 return _questMenuItems[index];
265 bool Empty()
const {
return _gossipMenu.Empty() && _questMenu.Empty(); }
273 void SendCloseGossip();
274 void SendPointOfInterest(
uint32 poiId)
const;
279 void SendQuestGiverStatus(
uint8 questStatus,
ObjectGuid npcGUID)
const;
281 void SendQuestGiverQuestList(
QEmote const& eEmote,
const std::string& Title,
ObjectGuid npcGUID);
283 void SendQuestQueryResponse(
Quest const* quest)
const;
284 void SendQuestGiverQuestDetails(
Quest const* quest,
ObjectGuid npcGUID,
bool activateAccept)
const;
286 void SendQuestGiverOfferReward(
Quest const* quest,
ObjectGuid npcGUID,
bool autoLaunched)
const;
287 void SendQuestGiverRequestItems(
Quest const* quest,
ObjectGuid npcGUID,
bool canComplete,
bool closeOnCancel)
const;
std::vector< QuestMenuItem > QuestMenuItemList
@ GOSSIP_OPTION_AUCTIONEER
@ GOSSIP_OPTION_UNLEARNTALENTS
@ GOSSIP_OPTION_UNLEARNPETTALENTS
@ GOSSIP_OPTION_OUTDOORPVP
@ GOSSIP_OPTION_BATTLEFIELD
@ GOSSIP_OPTION_TABARDDESIGNER
@ GOSSIP_OPTION_TAXIVENDOR
@ GOSSIP_OPTION_QUESTGIVER
@ GOSSIP_OPTION_LEARNDUALSPEC
@ GOSSIP_OPTION_INNKEEPER
@ GOSSIP_OPTION_SPIRITGUIDE
@ GOSSIP_OPTION_DUALSPEC_INFO
@ GOSSIP_OPTION_PETITIONER
@ GOSSIP_OPTION_SPIRITHEALER
@ GOSSIP_OPTION_STABLEPET
std::map< uint32, GossipMenuItemData > GossipMenuItemDataContainer
std::map< uint32, GossipMenuItem > GossipMenuItemContainer
Player session in the World.