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- /*
- Transmogrification
- By Rochet2
- */
- #include "ScriptPCH.h"
- class NPC_Transmogrify : public CreatureScript
- {
- public:
- NPC_Transmogrify() : CreatureScript("NPC_Transmogrify") { }
- bool OnGossipHello(Player* pPlayer, Creature* pUnit)
- {
- pPlayer->PlayerTalkClass->ClearMenus();
- for (uint8 Slot = EQUIPMENT_SLOT_START; Slot < EQUIPMENT_SLOT_END; Slot++)
- if (Item* pItem = pPlayer->GetItemByPos(INVENTORY_SLOT_BAG_0, Slot))
- {
- uint32 Quality = pItem->GetTemplate()->Quality;
- if(Quality == ITEM_QUALITY_UNCOMMON || Quality == ITEM_QUALITY_RARE || Quality == ITEM_QUALITY_EPIC)
- if(char* SlotName = GetSlotName(Slot))
- pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_TRAINER, SlotName, EQUIPMENT_SLOT_END, Slot);
- }
- pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_TALK, "Nevermind..", EQUIPMENT_SLOT_END+2, 0);
- pPlayer->SEND_GOSSIP_MENU(DEFAULT_GOSSIP_MESSAGE, pUnit->GetGUID());
- return true;
- }
- bool OnGossipSelect(Player* pPlayer, Creature* pUnit, uint32 sender, uint32 uiAction)
- {
- pPlayer->PlayerTalkClass->ClearMenus();
- if(sender == EQUIPMENT_SLOT_END)
- {
- if (Item* OLD = pPlayer->GetItemByPos(INVENTORY_SLOT_BAG_0, uiAction))
- {
- uint64 GUID = pPlayer->GetGUID();
- Items[GUID].clear();
- for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
- if (Item* pItem = pPlayer->GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- if(IsSuitable(pItem, OLD, pPlayer))
- if(Items[GUID].find(pItem->GetTemplate()->DisplayInfoID) == Items[GUID].end())
- 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);
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
- if (Bag* pBag = pPlayer->GetBagByPos(i))
- for (uint32 j = 0; j < pBag->GetBagSize(); j++)
- if (Item* pItem = pPlayer->GetItemByPos(i, j))
- if(IsSuitable(pItem, OLD, pPlayer))
- if(Items[GUID].find(pItem->GetTemplate()->DisplayInfoID) == Items[GUID].end())
- 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);
- if(Items[GUID].empty())
- {
- pPlayer->GetSession()->SendNotification("You have no suitable items in your inventory");
- OnGossipHello(pPlayer, pUnit);
- return true;
- }
- pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_TALK, "Back..", EQUIPMENT_SLOT_END+1, 0);
- pPlayer->SEND_GOSSIP_MENU(DEFAULT_GOSSIP_MESSAGE, pUnit->GetGUID());
- }
- else
- OnGossipHello(pPlayer, pUnit);
- }
- else if(sender == EQUIPMENT_SLOT_END+1)
- OnGossipHello(pPlayer, pUnit);
- else if(sender == EQUIPMENT_SLOT_END+2)
- pPlayer->PlayerTalkClass->SendCloseGossip();
- else
- {
- uint64 GUID = pPlayer->GetGUID();
- Item* OLD = pPlayer->GetItemByPos(INVENTORY_SLOT_BAG_0, sender);
- if(!OLD || Items[GUID].find(uiAction) == Items[GUID].end() || !IsSuitable(Items[GUID][uiAction], OLD, pPlayer))
- {
- pPlayer->GetSession()->SendNotification("There is no suitable item in the slot");
- return true;
- }
- else
- {
- pPlayer->UpdateUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (sender * 2), Items[GUID][uiAction]->GetEntry());
- pPlayer->GetSession()->SendAreaTriggerMessage("%s transmogrified", GetSlotName(sender));
- }
- Items[GUID].clear();
- OnGossipHello(pPlayer, pUnit);
- }
- return true;
- }
- private:
- std::map<uint64, std::map<uint32, Item*> > Items; // Items[GUID][DISPLAY] = item
- char * GetSlotName(uint8 slot)
- {
- switch(slot)
- {
- case EQUIPMENT_SLOT_HEAD : return "Head";
- case EQUIPMENT_SLOT_SHOULDERS : return "Shoulders";
- case EQUIPMENT_SLOT_BODY : return "Shirt";
- case EQUIPMENT_SLOT_CHEST : return "Chest";
- case EQUIPMENT_SLOT_WAIST : return "Waist";
- case EQUIPMENT_SLOT_LEGS : return "Legs";
- case EQUIPMENT_SLOT_FEET : return "Feet";
- case EQUIPMENT_SLOT_WRISTS : return "Wrists";
- case EQUIPMENT_SLOT_HANDS : return "Hands";
- case EQUIPMENT_SLOT_BACK : return "Back";
- case EQUIPMENT_SLOT_MAINHAND : return "Main hand";
- case EQUIPMENT_SLOT_OFFHAND : return "Off hand";
- case EQUIPMENT_SLOT_RANGED : return "Ranged";
- case EQUIPMENT_SLOT_TABARD : return "Tabard";
- default: return NULL;
- }
- }
- bool IsSuitable(Item* pItem, Item* OLD, Player* pPlayer)
- {
- if(pPlayer->CanUseItem(pItem, false) == EQUIP_ERR_OK)
- {
- uint32 Quality = pItem->GetTemplate()->Quality;
- if(Quality == ITEM_QUALITY_UNCOMMON || Quality == ITEM_QUALITY_RARE || Quality == ITEM_QUALITY_EPIC)
- {
- uint32 NClass = pItem->GetTemplate()->Class;
- uint32 OClass = OLD->GetTemplate()->Class;
- uint32 NSubClass = pItem->GetTemplate()->SubClass;
- uint32 OSubClass = OLD->GetTemplate()->SubClass;
- if(NClass == OClass) // not possibly the best structure here, but atleast I got my head around this
- if(NClass == ITEM_CLASS_WEAPON)
- {
- 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)))
- {
- return true;
- }
- }
- else if(NClass == ITEM_CLASS_ARMOR)
- if(NSubClass == OSubClass && pItem->GetTemplate()->InventoryType == OLD->GetTemplate()->InventoryType)
- {
- return true;
- }
- }
- }
- return false;
- }
- std::string AreYouSure(uint8 slot, Item* pItem)
- {
- std::string msg = "Transmogrify ";
- msg += GetSlotName(slot);
- msg += "\nTo ";
- msg += pItem->GetTemplate()->Name1;
- return msg;
- }
- };
- void AddSC_NPC_Transmogrify()
- {
- new NPC_Transmogrify();
- }
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