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Integrate client-based say links for TOB+ clients (#5105)
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+10
-7
@@ -3,9 +3,7 @@
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//
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#pragma once
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#include "item_instance.h"
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namespace EQ { class ItemInstance; }
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#include "common/say_link.h"
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namespace Links
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{
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@@ -45,12 +43,11 @@ enum ETagCodes
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// std::string_view playerName);
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// Create an item link from the given item.
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void FormatItemLink(char* Buffer, size_t BufferSize, const EQ::ItemInstance* item);
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void FormatItemLink(char* Buffer, size_t BufferSize, const std::string& text, EQ::SayLinkBody_Struct item);
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// Create a spell link for the given spell, with optional spell name override. Spells on items often have
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// Create a spell link for the given spell, including spell name. Spells on items often have
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// spell name overrides that changes the display name of the spell.
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void FormatSpellLink(char* Buffer, size_t BufferSize, int32_t SpellID,
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const char* spellNameOverride = nullptr);
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void FormatSpellLink(char* Buffer, size_t BufferSize, int32_t SpellID, const char* spellName);
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// Format text into a clickable dialog link. The keyword is the text that will be displayed in the chat window,
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// and the text is the text that will be sent to the server when the link is clicked. If no text is provided,
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@@ -58,4 +55,10 @@ void FormatSpellLink(char* Buffer, size_t BufferSize, int32_t SpellID,
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void FormatDialogLink(char* Buffer, size_t BufferSize, std::string_view keyword,
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std::string_view text = {});
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// Format text into a clickable dialog link. The keyword is the text that will be displayed in the chat window,
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// and the text is the text that will be sent to the server when the link is clicked. If no text is provided,
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// then the keyword will be used as the text.
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void FormatDialogLinkContent(char* Buffer, size_t BufferSize, std::string_view keyword,
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std::string_view text = {});
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}
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