#include "StdAfx.h" #include "Setup.h" /************************************************************************/ /* GENERAL GUARD SCRIPT */ /************************************************************************/ // Covers *all* guard types, scripting their texts to guide players around. // Enable this define to make all gossip texts have a "back" / "I was looking // for somethinge else" button added. #define BACK_BUTTON #ifdef BACK_BUTTON // Make code neater with this define. #define SendQuickMenu(textid) objmgr.CreateGossipMenuForPlayer(&Menu, pCreature->GetGUID(), textid, Plr); \ Menu->SendTo(Plr); #else // Make code neater with this define. #define SendQuickMenu(textid) objmgr.CreateGossipMenuForPlayer(&Menu, pCreature->GetGUID(), textid, Plr); \ Menu->AddItem(0, "I was looking for something else.", 0); \ Menu->SendTo(Plr); #endif /************************************************************************/ /* Elder Kuruti Quest 9803 */ /************************************************************************/ class SCRIPT_DECL KurutiGossip : public GossipScript { public: ADD_GOSSIP_FACTORY_FUNCTION(KurutiGossip); void GossipHello(Creature * pCreature, Player * Plr, bool AutoSend) { GossipMenu *Menu; objmgr.CreateGossipMenuForPlayer(&Menu, pCreature->GetGUID(), 18197, Plr); Menu->AddItem(0, "Peace", 1); Menu->AddItem(0, "Continue", 2); if(AutoSend) Menu->SendTo(Plr); } void GossipSelectOption(Creature* pCreature, Player* Plr, uint32 Id, uint32 IntId) { GossipMenu * Menu; switch(IntId) { case 0: { GossipHello(pCreature, Plr, true); }break; ////////////////////// // Main menu handlers ///// case 1: { SendQuickMenu(18197); }break; case 2: { GossipMenu *Menu; SendQuickMenu(18972); }break; } } }; void SetupKurutiGossip(ScriptMgr * mgr) { /* Guard List */ mgr->register_gossip_script(18197, &KurutiQuest::Create); }