本文整理汇总了C++中GossipMenu::SetTextID方法的典型用法代码示例。如果您正苦于以下问题:C++ GossipMenu::SetTextID方法的具体用法?C++ GossipMenu::SetTextID怎么用?C++ GossipMenu::SetTextID使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GossipMenu
的用法示例。
在下文中一共展示了GossipMenu::SetTextID方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: send_MainPage
void send_MainPage(Object * pObject, Player* Plr)
{
if( Plr == false )
return;
GossipMenu *Menu;
objmgr.CreateGossipMenuForPlayer(&Menu, pObject->GetGUID(), 1, Plr);
Menu->SetTextID( 20050 );
Menu->AddItem( 0, "Queue for Maze Event",2);
Menu->SendTo(Plr);
}
示例2: GossipHello
void GossipScript::GossipHello(Creature* pCreature, Player* Plr, bool AutoSend)
{
GossipMenu *Menu;
uint32 TextID = 2;
Trainer *pTrainer = pCreature->GetTrainer();
uint32 Text = objmgr.GetGossipTextForNpc(pCreature->GetEntry());
if(Text != 0)
{
GossipText * text = NpcTextStorage.LookupEntry(Text);
if(text != 0)
TextID = Text;
}
objmgr.CreateGossipMenuForPlayer(&Menu, pCreature->GetGUID(), TextID, Plr);
uint32 flags = pCreature->GetUInt32Value(UNIT_NPC_FLAGS);
if(flags & UNIT_NPC_FLAG_VENDOR)
Menu->AddItem(1, "I would like to browse your goods", 1);
if(flags & UNIT_NPC_FLAG_TRAINER && pTrainer != 0)
{
string name = pCreature->GetCreatureName()->Name;
string::size_type pos = name.find(" "); // only take first name
if(pos != string::npos)
name = name.substr(0, pos);
string msg = "I seek ";
if(pTrainer->RequiredClass && pTrainer->RequiredClass != Plr->getClass())
{
// WARRIOR PALADIN HUNTER ROGUE PRIEST - SHAMAN MAGE WARLOCK - DRUID
uint32 notclass[13] = {0 ,5721 ,3976 ,5839 ,4797 ,4435 ,0 ,5006 ,539 ,5836 ,0,4774};
Menu->SetTextID(notclass[pTrainer->RequiredClass]);
} else if(pTrainer->RequiredClass) {
// WARRIOR PALADIN HUNTER ROGUE PRIEST - SHAMAN MAGE WARLOCK - DRUID
uint32 isclass[13] = {0 ,1040 ,3974 ,4864 ,4835 ,4436 ,0 ,5005 ,538 ,5835 ,0,4775};
Menu->SetTextID(isclass[pTrainer->RequiredClass]);
switch(Plr->getClass())
{
case MAGE:
msg += "mage";
break;
case SHAMAN:
msg += "shaman";
break;
case WARRIOR:
msg += "warrior";
break;
case PALADIN:
msg += "paladin";
break;
case WARLOCK:
msg += "warlock";
break;
case HUNTER:
msg += "hunter";
break;
case ROGUE:
msg += "rogue";
break;
case DRUID:
msg += "druid";
break;
case PRIEST:
msg += "priest";
break;
}
msg += " training, ";
msg += name;
msg += ".";
Menu->AddItem(3, msg.c_str(), 2);
}
else
{
msg += "training, ";
msg += name;
msg += ".";
Menu->AddItem(3, msg.c_str(), 2);
}
}
if(flags & UNIT_NPC_FLAG_TAXIVENDOR)
Menu->AddItem(2, "Give me a ride.", 3);
if(flags & UNIT_NPC_FLAG_AUCTIONEER)
Menu->AddItem(0, "I would like to make a bid.", 4);
if(flags & UNIT_NPC_FLAG_INNKEEPER)
Menu->AddItem(5, "Make this inn your home.", 5);
if(flags & UNIT_NPC_FLAG_BANKER)
Menu->AddItem(0, "I would like to check my deposit box.", 6);
if(flags & UNIT_NPC_FLAG_SPIRITHEALER)
Menu->AddItem(0, "Bring me back to life.", 7);
//.........这里部分代码省略.........