Ejemplo n.º 1
0
bool GossipSelect_guildmaster(Player *player, Creature *_creature, uint32 sender, uint32 action)
{
	if (sender != GOSSIP_SENDER_MAIN)
		return false;

	switch (action)
	{
		case ACTION_TELE:
			//teleport player to GH
			player->CLOSE_GOSSIP_MENU();
			teleportPlayerToGuildHouse(player, _creature);
			break;
		case ACTION_SHOW_BUYLIST:
			//show list of GHs which currently not occupied
			showBuyList(player, _creature);
			break;
		default:
			if (action > OFFSET_SHOWBUY_FROM)
			{
				showBuyList(player, _creature, action - OFFSET_SHOWBUY_FROM);
			} else if (action > OFFSET_GH_ID_TO_ACTION)
			{
				//player clicked on buy list
				player->CLOSE_GOSSIP_MENU();
				//get guildhouseId from action
				//guildhouseId = action - OFFSET_GH_ID_TO_ACTION
				buyGuildhouse(player, _creature, action - OFFSET_GH_ID_TO_ACTION);
			}
			break;
	}
	
	return true;
}
Ejemplo n.º 2
0
bool OnGossipSelect(Player *player, Creature* pCreature, uint32 sender, uint32 action)
{
		player->PlayerTalkClass->ClearMenus();            /* 11/05/2010 niteowl57:  For 3.3.5a, fix menu functionality  */
	if (sender != GOSSIP_SENDER_MAIN)
		return false;

	switch (action)
	{
		case ACTION_TELE:
			//teleport player to GH
			player->CLOSE_GOSSIP_MENU();
			teleportPlayerToGuildHouse(player, pCreature);
			break;
		case ACTION_SHOW_BUYLIST:
			//show list of GHs which currently not occupied
			showBuyList(player, pCreature);
			break;
		default:
			if (action > OFFSET_SHOWBUY_FROM)
			{
				showBuyList(player, pCreature, action - OFFSET_SHOWBUY_FROM);
			} else if (action > OFFSET_GH_ID_TO_ACTION)
			{
				//player clicked on buy list
				player->CLOSE_GOSSIP_MENU();
				//get guildhouseId from action
				//guildhouseId = action - OFFSET_GH_ID_TO_ACTION
				buyGuildhouse(player, pCreature, action - OFFSET_GH_ID_TO_ACTION);
			}
			break;
	}
	
	return true;
}
    bool OnGossipSelect(Player *player, Creature *_creature, uint32 sender, uint32 action)
    {
        player->PlayerTalkClass->ClearMenus();
        if (sender != GOSSIP_SENDER_MAIN)
            return false;

        switch (action)
        {
            case ACTION_TELE:
                player->CLOSE_GOSSIP_MENU();
                teleportPlayerToGuildHouse(player, _creature);
                break;
            case ACTION_SHOW_BUYLIST:
                showBuyList(player, _creature);
                break;
            default:
                if (action > OFFSET_SHOWBUY_FROM)
                {
                    showBuyList(player, _creature, action - OFFSET_SHOWBUY_FROM);
                }
                else if (action > OFFSET_GH_ID_TO_ACTION)
                {
                    player->CLOSE_GOSSIP_MENU();
                    buyGuildhouse(player, _creature, action - OFFSET_GH_ID_TO_ACTION);
                }
                break;
        }
        return true;
    }
Ejemplo n.º 4
0
 bool OnGossipSelect(Player *player, Creature *_creature, uint32 sender, uint32 action)
 {
 player->PlayerTalkClass->ClearMenus();
 if (sender != GOSSIP_SENDER_MAIN)
 return false;

 switch (action)
 {
 case ACTION_TELE:
 //teleport player to GH
 player->CLOSE_GOSSIP_MENU();
 teleportPlayerToGuildHouse(player, _creature);
 break;
 case ACTION_SHOW_BUYLIST:
 //show list of GHs which currently not occupied
 showBuyList(player, _creature);
 break;

 case ACTION_SELL_GUILDHOUSE_OPT:
 player->CLOSE_GOSSIP_MENU();
 player->ADD_GOSSIP_ITEM(0, "Yes, Sell my guild", GOSSIP_SENDER_MAIN, ACTION_SELL_GUILDHOUSE_YES);
 player->ADD_GOSSIP_ITEM(0, "No, Close this", GOSSIP_SENDER_MAIN, ACTION_SELL_GUILDHOUSE_NO);
 player->SEND_GOSSIP_MENU(DEFAULT_GOSSIP_MESSAGE, _creature->GetGUID());
 break;
 
 case ACTION_SELL_GUILDHOUSE_YES:
 sellGuildhouse(player, _creature);
 player->CLOSE_GOSSIP_MENU();
 break;
 
 case ACTION_SELL_GUILDHOUSE_NO:
 player->CLOSE_GOSSIP_MENU();
 break;

 default:
 if (action > OFFSET_SHOWBUY_FROM)
 {
 showBuyList(player, _creature, action - OFFSET_SHOWBUY_FROM);
 }
 else if (action > OFFSET_GH_ID_TO_ACTION)
 {
 //player clicked on buy list
 player->CLOSE_GOSSIP_MENU();

 //get guildhouseId from action
 //guildhouseId = action - OFFSET_GH_ID_TO_ACTION
 buyGuildhouse(player, _creature, action - OFFSET_GH_ID_TO_ACTION);
 }
 break;
 }

 return true;
 }
Ejemplo n.º 5
0
 bool OnGossipSelect(Player *player, Creature *_creature, uint32 sender, uint32 action)
 {
 player->PlayerTalkClass->ClearMenus();
 if (sender != GOSSIP_SENDER_MAIN)
 return false;

 switch (action)
 {
 case ACTION_TELE:
 //teleport player to GH
 CloseGossipMenuFor(player);;
 teleportPlayerToGuildHouse(player, _creature);
 break;
 case ACTION_SHOW_BUYLIST:
 //show list of GHs which currently not occupied
 showBuyList(player, _creature);
 break;
 case ACTION_SELL_GUILDHOUSE:
  sellGuildhouse(player, _creature);
  CloseGossipMenuFor(player);;
 break;
 default:
 if (action > OFFSET_SHOWBUY_FROM)
 {
 showBuyList(player, _creature, action - OFFSET_SHOWBUY_FROM);
 }
 else if (action > OFFSET_GH_ID_TO_ACTION)
 {
 //player clicked on buy list
 CloseGossipMenuFor(player);;

 //get guildhouseId from action
 //guildhouseId = action - OFFSET_GH_ID_TO_ACTION
 buyGuildhouse(player, _creature, action - OFFSET_GH_ID_TO_ACTION);
 }
 break;
 }

 return true;
 }