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| 1 | /* | |
| 2 | - | Transmogrification |
| 2 | + | By Andy™ |
| 3 | - | By Rochet2 |
| 3 | + | |
| 4 | ||
| 5 | #include "ScriptPCH.h" | |
| 6 | ||
| 7 | class NPC_Transmogrify : public CreatureScript | |
| 8 | {
| |
| 9 | public: | |
| 10 | NPC_Transmogrify() : CreatureScript("NPC_Transmogrify") { }
| |
| 11 | ||
| 12 | bool OnGossipHello(Player* pPlayer, Creature* pUnit) | |
| 13 | {
| |
| 14 | pPlayer->PlayerTalkClass->ClearMenus(); | |
| 15 | for (uint8 Slot = EQUIPMENT_SLOT_START; Slot < EQUIPMENT_SLOT_END; Slot++) | |
| 16 | if (Item* pItem = pPlayer->GetItemByPos(INVENTORY_SLOT_BAG_0, Slot)) | |
| 17 | {
| |
| 18 | uint32 Quality = pItem->GetTemplate()->Quality; | |
| 19 | if(Quality == ITEM_QUALITY_UNCOMMON || Quality == ITEM_QUALITY_RARE || Quality == ITEM_QUALITY_EPIC) | |
| 20 | if(char* SlotName = GetSlotName(Slot)) | |
| 21 | pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_TRAINER, SlotName, EQUIPMENT_SLOT_END, Slot); | |
| 22 | } | |
| 23 | pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_TALK, "Nevermind..", EQUIPMENT_SLOT_END+2, 0); | |
| 24 | pPlayer->SEND_GOSSIP_MENU(DEFAULT_GOSSIP_MESSAGE, pUnit->GetGUID()); | |
| 25 | return true; | |
| 26 | } | |
| 27 | ||
| 28 | bool OnGossipSelect(Player* pPlayer, Creature* pUnit, uint32 sender, uint32 uiAction) | |
| 29 | {
| |
| 30 | pPlayer->PlayerTalkClass->ClearMenus(); | |
| 31 | if(sender == EQUIPMENT_SLOT_END) | |
| 32 | {
| |
| 33 | if (Item* OLD = pPlayer->GetItemByPos(INVENTORY_SLOT_BAG_0, uiAction)) | |
| 34 | {
| |
| 35 | uint64 GUID = pPlayer->GetGUID(); | |
| 36 | Items[GUID].clear(); | |
| 37 | for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) | |
| 38 | if (Item* pItem = pPlayer->GetItemByPos(INVENTORY_SLOT_BAG_0, i)) | |
| 39 | if(IsSuitable(pItem, OLD, pPlayer)) | |
| 40 | if(Items[GUID].find(pItem->GetTemplate()->DisplayInfoID) == Items[GUID].end()) | |
| 41 | Items[GUID][pItem->GetTemplate()->DisplayInfoID] = pItem, pPlayer->ADD_GOSSIP_ITEM_EXTENDED(GOSSIP_ICON_INTERACT_1, pItem->GetTemplate()->Name1, uiAction, pItem->GetTemplate()->DisplayInfoID, AreYouSure(uiAction, pItem), 0, false); | |
| 42 | ||
| 43 | for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) | |
| 44 | if (Bag* pBag = pPlayer->GetBagByPos(i)) | |
| 45 | for (uint32 j = 0; j < pBag->GetBagSize(); j++) | |
| 46 | if (Item* pItem = pPlayer->GetItemByPos(i, j)) | |
| 47 | if(IsSuitable(pItem, OLD, pPlayer)) | |
| 48 | if(Items[GUID].find(pItem->GetTemplate()->DisplayInfoID) == Items[GUID].end()) | |
| 49 | Items[GUID][pItem->GetTemplate()->DisplayInfoID] = pItem, pPlayer->ADD_GOSSIP_ITEM_EXTENDED(GOSSIP_ICON_INTERACT_1, pItem->GetTemplate()->Name1, uiAction, pItem->GetTemplate()->DisplayInfoID, AreYouSure(uiAction, pItem), 0, false); | |
| 50 | ||
| 51 | if(Items[GUID].empty()) | |
| 52 | {
| |
| 53 | pPlayer->GetSession()->SendNotification("You have no suitable items in your inventory");
| |
| 54 | OnGossipHello(pPlayer, pUnit); | |
| 55 | return true; | |
| 56 | } | |
| 57 | pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_TALK, "Back..", EQUIPMENT_SLOT_END+1, 0); | |
| 58 | pPlayer->SEND_GOSSIP_MENU(DEFAULT_GOSSIP_MESSAGE, pUnit->GetGUID()); | |
| 59 | } | |
| 60 | else | |
| 61 | OnGossipHello(pPlayer, pUnit); | |
| 62 | } | |
| 63 | else if(sender == EQUIPMENT_SLOT_END+1) | |
| 64 | OnGossipHello(pPlayer, pUnit); | |
| 65 | else if(sender == EQUIPMENT_SLOT_END+2) | |
| 66 | pPlayer->PlayerTalkClass->SendCloseGossip(); | |
| 67 | else | |
| 68 | {
| |
| 69 | uint64 GUID = pPlayer->GetGUID(); | |
| 70 | Item* OLD = pPlayer->GetItemByPos(INVENTORY_SLOT_BAG_0, sender); | |
| 71 | if(!OLD || Items[GUID].find(uiAction) == Items[GUID].end() || !IsSuitable(Items[GUID][uiAction], OLD, pPlayer)) | |
| 72 | {
| |
| 73 | pPlayer->GetSession()->SendNotification("There is no suitable item in the slot");
| |
| 74 | return true; | |
| 75 | } | |
| 76 | else | |
| 77 | {
| |
| 78 | pPlayer->UpdateUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (sender * 2), Items[GUID][uiAction]->GetEntry()); | |
| 79 | pPlayer->GetSession()->SendAreaTriggerMessage("%s transmogrified", GetSlotName(sender));
| |
| 80 | } | |
| 81 | Items[GUID].clear(); | |
| 82 | OnGossipHello(pPlayer, pUnit); | |
| 83 | } | |
| 84 | return true; | |
| 85 | } | |
| 86 | private: | |
| 87 | std::map<uint64, std::map<uint32, Item*> > Items; // Items[GUID][DISPLAY] = item | |
| 88 | ||
| 89 | char * GetSlotName(uint8 slot) | |
| 90 | {
| |
| 91 | switch(slot) | |
| 92 | {
| |
| 93 | case EQUIPMENT_SLOT_HEAD : return "Head"; | |
| 94 | case EQUIPMENT_SLOT_SHOULDERS : return "Shoulders"; | |
| 95 | case EQUIPMENT_SLOT_BODY : return "Shirt"; | |
| 96 | case EQUIPMENT_SLOT_CHEST : return "Chest"; | |
| 97 | case EQUIPMENT_SLOT_WAIST : return "Waist"; | |
| 98 | case EQUIPMENT_SLOT_LEGS : return "Legs"; | |
| 99 | case EQUIPMENT_SLOT_FEET : return "Feet"; | |
| 100 | case EQUIPMENT_SLOT_WRISTS : return "Wrists"; | |
| 101 | case EQUIPMENT_SLOT_HANDS : return "Hands"; | |
| 102 | case EQUIPMENT_SLOT_BACK : return "Back"; | |
| 103 | case EQUIPMENT_SLOT_MAINHAND : return "Main hand"; | |
| 104 | case EQUIPMENT_SLOT_OFFHAND : return "Off hand"; | |
| 105 | case EQUIPMENT_SLOT_RANGED : return "Ranged"; | |
| 106 | case EQUIPMENT_SLOT_TABARD : return "Tabard"; | |
| 107 | default: return NULL; | |
| 108 | } | |
| 109 | } | |
| 110 | ||
| 111 | bool IsSuitable(Item* pItem, Item* OLD, Player* pPlayer) | |
| 112 | {
| |
| 113 | if(pPlayer->CanUseItem(pItem, false) == EQUIP_ERR_OK) | |
| 114 | {
| |
| 115 | uint32 Quality = pItem->GetTemplate()->Quality; | |
| 116 | if(Quality == ITEM_QUALITY_UNCOMMON || Quality == ITEM_QUALITY_RARE || Quality == ITEM_QUALITY_EPIC) | |
| 117 | {
| |
| 118 | uint32 NClass = pItem->GetTemplate()->Class; | |
| 119 | uint32 OClass = OLD->GetTemplate()->Class; | |
| 120 | uint32 NSubClass = pItem->GetTemplate()->SubClass; | |
| 121 | uint32 OSubClass = OLD->GetTemplate()->SubClass; | |
| 122 | if(NClass == OClass) // not possibly the best structure here, but atleast I got my head around this | |
| 123 | if(NClass == ITEM_CLASS_WEAPON) | |
| 124 | {
| |
| 125 | if(NSubClass == OSubClass || ((NSubClass == ITEM_SUBCLASS_WEAPON_BOW || NSubClass == ITEM_SUBCLASS_WEAPON_GUN || NSubClass == ITEM_SUBCLASS_WEAPON_CROSSBOW) && (OSubClass == ITEM_SUBCLASS_WEAPON_BOW || OSubClass == ITEM_SUBCLASS_WEAPON_GUN || OSubClass == ITEM_SUBCLASS_WEAPON_CROSSBOW))) | |
| 126 | {
| |
| 127 | return true; | |
| 128 | } | |
| 129 | } | |
| 130 | else if(NClass == ITEM_CLASS_ARMOR) | |
| 131 | if(NSubClass == OSubClass && pItem->GetTemplate()->InventoryType == OLD->GetTemplate()->InventoryType) | |
| 132 | {
| |
| 133 | return true; | |
| 134 | } | |
| 135 | } | |
| 136 | } | |
| 137 | return false; | |
| 138 | } | |
| 139 | std::string AreYouSure(uint8 slot, Item* pItem) | |
| 140 | {
| |
| 141 | std::string msg = "Transmogrify "; | |
| 142 | msg += GetSlotName(slot); | |
| 143 | msg += "\nTo "; | |
| 144 | msg += pItem->GetTemplate()->Name1; | |
| 145 | return msg; | |
| 146 | } | |
| 147 | }; | |
| 148 | ||
| 149 | void AddSC_NPC_Transmogrify() | |
| 150 | {
| |
| 151 | new NPC_Transmogrify(); | |
| 152 | } |