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/npc_prof.cpp Secret

Created February 8, 2016 21:28
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#include "Language.h"
class Professions_NPC : public CreatureScript
{
public:
Professions_NPC () : CreatureScript("Professions_NPC") {}
void CreatureWhisperBasedOnBool(const char *text, Creature *_creature, Player *pPlayer, bool value)
{
if (value)
_creature->Whisper("You're in combat!", LANG_UNIVERSAL,player, false);
}
uint32 PlayerMaxLevel() const
{
return sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL);
}
bool PlayerHasItemOrSpell(const Player *plr, uint32 itemId, uint32 spellId) const
{
return plr->HasItemCount(itemId, 1, true) || plr->HasSpell(spellId);
}
bool OnGossipHello(Player *pPlayer, Creature* _creature)
{
pPlayer->ADD_GOSSIP_ITEM(9, "[Professions] ->", GOSSIP_SENDER_MAIN, 196);
pPlayer->PlayerTalkClass->SendGossipMenu(907, _creature->GetGUID());
return true;
}
bool PlayerAlreadyHasTwoProfessions(const Player *pPlayer) const
{
uint32 skillCount = 0;
if (pPlayer->HasSkill(SKILL_MINING))
skillCount++;
if (pPlayer->HasSkill(SKILL_SKINNING))
skillCount++;
if (pPlayer->HasSkill(SKILL_HERBALISM))
skillCount++;
if (skillCount >= 2)
return true;
for (uint32 i = 1; i < sSkillLineStore.GetNumRows(); ++i)
{
SkillLineEntry const *SkillInfo = sSkillLineStore.LookupEntry(i);
if (!SkillInfo)
continue;
if (SkillInfo->categoryId == SKILL_CATEGORY_SECONDARY)
continue;
if ((SkillInfo->categoryId != SKILL_CATEGORY_PROFESSION) || !SkillInfo->canLink)
continue;
const uint32 skillID = SkillInfo->id;
if (pPlayer->HasSkill(skillID))
skillCount++;
if (skillCount >= 2)
return true;
}
return false;
}
bool LearnAllRecipesInProfession(Player *pPlayer, SkillType skill)
{
ChatHandler handler(pPlayer->GetSession());
char* skill_name;
SkillLineEntry const *SkillInfo = sSkillLineStore.LookupEntry(skill);
skill_name = SkillInfo->name[handler.GetSessionDbcLocale()];
if (!SkillInfo)
{
sLog->outError(LOG_FILTER_PLAYER_SKILLS, "Profession NPC: received non-valid skill ID (LearnAllRecipesInProfession)");
return false;
}
LearnSkillRecipesHelper(pPlayer, SkillInfo->id);
pPlayer->SetSkill(SkillInfo->id, pPlayer->GetSkillStep(SkillInfo->id), 150, 150);
handler.PSendSysMessage(LANG_COMMAND_LEARN_ALL_RECIPES, skill_name);
return true;
}
void LearnSkillRecipesHelper(Player *player, uint32 skill_id)
{
uint32 classmask = player->getClassMask();
for (uint32 j = 0; j < sSkillLineAbilityStore.GetNumRows(); ++j)
{
SkillLineAbilityEntry const *skillLine = sSkillLineAbilityStore.LookupEntry(j);
if (!skillLine)
continue;
// wrong skill
if (skillLine->skillId != skill_id)
continue;
// not high rank
if (skillLine->forward_spellid)
continue;
// skip racial skills
if (skillLine->racemask != 0)
continue;
// skip wrong class skills
if (skillLine->classmask && (skillLine->classmask & classmask) == 0)
continue;
SpellInfo const * spellInfo = sSpellMgr->GetSpellInfo(skillLine->spellId);
if (!spellInfo || !SpellMgr::IsSpellValid(spellInfo, player, false))
continue;
player->learnSpell(skillLine->spellId, false);
}
}
bool IsSecondarySkill(SkillType skill) const
{
return skill == SKILL_COOKING || skill == SKILL_FIRST_AID;
}
void CompleteLearnProfession(Player *pPlayer, Creature *pCreature, SkillType skill)
{
if (PlayerAlreadyHasTwoProfessions(pPlayer) && !IsSecondarySkill(skill))
pCreature->MonsterWhisper("You already got two professions, mon.", pPlayer->GetGUID());
else
{
if (!LearnAllRecipesInProfession(pPlayer, skill))
pCreature->MonsterWhisper("Internal error occured!", pPlayer->GetGUID());
}
}
bool OnGossipSelect(Player* pPlayer, Creature* _creature, uint32 uiSender, uint32 uiAction)
{
pPlayer->PlayerTalkClass->ClearMenus();
if (uiSender == GOSSIP_SENDER_MAIN)
{
switch (uiAction)
{
case 196:
//pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Alchemy", GOSSIP_SENDER_MAIN, 1);
//pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Blacksmithing", GOSSIP_SENDER_MAIN, 2);
//pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Leatherworking", GOSSIP_SENDER_MAIN, 3);
//pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Tailoring", GOSSIP_SENDER_MAIN, 4);
//pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Engineering", GOSSIP_SENDER_MAIN, 5);
//pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Enchanting", GOSSIP_SENDER_MAIN, 6);
//pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Jewelcrafting", GOSSIP_SENDER_MAIN, 7);
//pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Inscription", GOSSIP_SENDER_MAIN, 8);
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Herbalism", GOSSIP_SENDER_MAIN, 11);
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Skinning", GOSSIP_SENDER_MAIN, 12);
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Mining", GOSSIP_SENDER_MAIN, 13);
//pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Cooking", GOSSIP_SENDER_MAIN, 9);
//pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "First Aid", GOSSIP_SENDER_MAIN, 10);
pPlayer->PlayerTalkClass->SendGossipMenu(907, _creature->GetGUID());
break;
case 1:
if(pPlayer->HasSkill(SKILL_ALCHEMY))
{
pPlayer->PlayerTalkClass->SendCloseGossip();
break;
}
{
CompleteLearnProfession(pPlayer, _creature, SKILL_ALCHEMY);
pPlayer->PlayerTalkClass->SendCloseGossip();
}break;
case 2:
if(pPlayer->HasSkill(SKILL_BLACKSMITHING))
{
pPlayer->PlayerTalkClass->SendCloseGossip();
break;
}
else
{
CompleteLearnProfession(pPlayer, _creature, SKILL_BLACKSMITHING);
pPlayer->PlayerTalkClass->SendCloseGossip();
}break;
case 3:
if(pPlayer->HasSkill(SKILL_LEATHERWORKING))
{
pPlayer->PlayerTalkClass->SendCloseGossip();
break;
}
else
{
CompleteLearnProfession(pPlayer, _creature, SKILL_LEATHERWORKING);
pPlayer->PlayerTalkClass->SendCloseGossip();
}break;
case 4:
if(pPlayer->HasSkill(SKILL_TAILORING))
{
pPlayer->PlayerTalkClass->SendCloseGossip();
break;
}
else
{
CompleteLearnProfession(pPlayer, _creature, SKILL_TAILORING);
pPlayer->PlayerTalkClass->SendCloseGossip();
}break;
case 5:
if(pPlayer->HasSkill(SKILL_ENGINEERING))
{
pPlayer->PlayerTalkClass->SendCloseGossip();
break;
}
else
{
CompleteLearnProfession(pPlayer, _creature, SKILL_ENGINEERING);
pPlayer->PlayerTalkClass->SendCloseGossip();
}break;
case 6:
if(pPlayer->HasSkill(SKILL_ENCHANTING))
{
pPlayer->PlayerTalkClass->SendCloseGossip();
break;
}
else
{
CompleteLearnProfession(pPlayer, _creature, SKILL_ENCHANTING);
pPlayer->PlayerTalkClass->SendCloseGossip();
}break;
case 7:
if(pPlayer->HasSkill(SKILL_JEWELCRAFTING))
{
pPlayer->PlayerTalkClass->SendCloseGossip();
break;
}
else
{
CompleteLearnProfession(pPlayer, _creature, SKILL_JEWELCRAFTING);
pPlayer->PlayerTalkClass->SendCloseGossip();
}break;
case 8:
if(pPlayer->HasSkill(SKILL_INSCRIPTION))
{
pPlayer->PlayerTalkClass->SendCloseGossip();
break;
}
else
{
CompleteLearnProfession(pPlayer, _creature, SKILL_INSCRIPTION);
pPlayer->PlayerTalkClass->SendCloseGossip();
}break;
case 9:
if(pPlayer->HasSkill(SKILL_COOKING))
{
pPlayer->PlayerTalkClass->SendCloseGossip();
break;
}
else
{
CompleteLearnProfession(pPlayer, _creature, SKILL_COOKING);
pPlayer->PlayerTalkClass->SendCloseGossip();
}break;
case 10:
if(pPlayer->HasSkill(SKILL_FIRST_AID))
{
pPlayer->PlayerTalkClass->SendCloseGossip();
break;
}
else
{
CompleteLearnProfession(pPlayer, _creature, SKILL_FIRST_AID);
pPlayer->PlayerTalkClass->SendCloseGossip();
}break;
case 11:
if(pPlayer->HasSkill(SKILL_HERBALISM))
{
pPlayer->PlayerTalkClass->SendCloseGossip();
break;
}
else
{
CompleteLearnProfession(pPlayer, _creature, SKILL_HERBALISM);
pPlayer->PlayerTalkClass->SendCloseGossip();
}break;
case 12:
if(pPlayer->HasSkill(SKILL_SKINNING))
{
pPlayer->PlayerTalkClass->SendCloseGossip();
break;
}
else
{
CompleteLearnProfession(pPlayer, _creature, SKILL_SKINNING);
pPlayer->PlayerTalkClass->SendCloseGossip();
}break;
case 13:
if(pPlayer->HasSkill(SKILL_MINING))
{
pPlayer->PlayerTalkClass->SendCloseGossip();
break;
}
else
{
CompleteLearnProfession(pPlayer, _creature, SKILL_MINING);
pPlayer->PlayerTalkClass->SendCloseGossip();
}break;
}
}
return true;
}
};
void AddSC_Professions_NPC()
{
new Professions_NPC();
}
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