/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/* ScriptData
SDName: professionnpc
SD%Complete: 100
SDComment: Profession Master
SDCategory: NPC
EndScriptData */
#include "ScriptPCH.h"
#include "Configuration/Config.h"
class professionnpc : public CreatureScript
{
public:
professionnpc() : CreatureScript("professionnpc") { }
bool OnGossipSelect(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
{
pPlayer->PlayerTalkClass->ClearMenus();
// Main menu
if (uiSender == GOSSIP_SENDER_MAIN)
SendDefaultMenu_ProfessionNPC(pPlayer, pCreature, uiAction);
return true;
}
bool OnGossipHello(Player* pPlayer, Creature* pCreature)
{
if(sConfig->GetBoolDefault("ProfessionNPC.OnlyGMs", false)) // If ProfessionNPC.OnlyGMs is enabled in trinitycore.conf
if (pPlayer->GetSession()->GetSecurity() == SEC_PLAYER)
{
pCreature->MonsterWhisper("Desole je ne peux vendre que au maitre du jeu.", pPlayer->GetGUID());
return true;
}
bool EnableProfessions = sConfig->GetBoolDefault("ProfessionNPC.EnableProfessions", true);
bool EnableSecondarySkills = sConfig->GetBoolDefault("ProfessionNPC.EnableSecondarySkills", true);
// Main Menu for Alliance
if (pPlayer->GetTeam() == ALLIANCE)
{
// Check config if "Professions" is enabled or not
if(EnableProfessions)
pPlayer->ADD_GOSSIP_ITEM( 7, "Professions ->" , GOSSIP_SENDER_MAIN, 1000);
// Check config if "Secondary Skills" is enabled or not
if(EnableSecondarySkills)
pPlayer->ADD_GOSSIP_ITEM( 7, "Metiers secondaires ->" , GOSSIP_SENDER_MAIN, 2000);
}
else // Main Menu for Horde
{
// Check config if "Professions" is enabled or not
if(EnableProfessions)
pPlayer->ADD_GOSSIP_ITEM( 7, "Professions ->" , GOSSIP_SENDER_MAIN, 1000);
// Check config if "Secondary Skills" is enabled or not
if(EnableSecondarySkills)
pPlayer->ADD_GOSSIP_ITEM( 7, "Metier secondaire ->" , GOSSIP_SENDER_MAIN, 2000);
}
pPlayer->SEND_GOSSIP_MENU(DEFAULT_GOSSIP_MESSAGE,pCreature->GetGUID());
return true;
}
void SendDefaultMenu_ProfessionNPC(Player* pPlayer, Creature* pCreature, uint32 uiAction)
{
// Not allow in combat
if (pPlayer->isInCombat())
{
pPlayer->CLOSE_GOSSIP_MENU();
pCreature->MonsterSay("Vous etes en combat !", LANG_UNIVERSAL, NULL);
return;
}
bool EnableProfessions = sConfig->GetBoolDefault("ProfessionNPC.EnableProfessions", true);
bool EnableSecondarySkills = sConfig->GetBoolDefault("ProfessionNPC.EnableSecondarySkills", true);
//Mony Check
if (pPlayer->GetMoney() < (sConfig->GetFloatDefault("SkillGoldCost",0)))
{
pPlayer->CLOSE_GOSSIP_MENU();
pCreature->MonsterWhisper("Vous n'avez pas assez d'argent.", pPlayer->GetGUID());
return;
}
switch(uiAction)
{
case 1000: //Profession
pPlayer->ADD_GOSSIP_ITEM( 5, "Alchemie." , GOSSIP_SENDER_MAIN, 1001);
pPlayer->ADD_GOSSIP_ITEM( 5, "Forge." , GOSSIP_SENDER_MAIN, 1002);
pPlayer->ADD_GOSSIP_ITEM( 5, "Enchanteur." , GOSSIP_SENDER_MAIN, 1003);
pPlayer->ADD_GOSSIP_ITEM( 5, "Ingenieure." , GOSSIP_SENDER_MAIN, 1004);
pPlayer->ADD_GOSSIP_ITEM( 5, "Herboriste." , GOSSIP_SENDER_MAIN, 1005);
pPlayer->ADD_GOSSIP_ITEM( 5, "Calligraphie." , GOSSIP_SENDER_MAIN, 1006);
pPlayer->ADD_GOSSIP_ITEM( 5, "Joaillerie." , GOSSIP_SENDER_MAIN, 1007);
pPlayer->ADD_GOSSIP_ITEM( 5, "Travail du cuir." , GOSSIP_SENDER_MAIN, 1008);
pPlayer->ADD_GOSSIP_ITEM( 5, "Minage." , GOSSIP_SENDER_MAIN, 1009);
pPlayer->ADD_GOSSIP_ITEM( 5, "Depecage." , GOSSIP_SENDER_MAIN, 1010);
pPlayer->ADD_GOSSIP_ITEM( 5, "Tailleur." , GOSSIP_SENDER_MAIN, 1011);
pPlayer->ADD_GOSSIP_ITEM( 7, "<- Menu Principal" , GOSSIP_SENDER_MAIN, 3000);
pPlayer->SEND_GOSSIP_MENU(DEFAULT_GOSSIP_MESSAGE,pCreature->GetGUID());
break;
case 2000: //Secondary Skills
pPlayer->ADD_GOSSIP_ITEM( 5, "Cuisine." , GOSSIP_SENDER_MAIN, 2001);
pPlayer->ADD_GOSSIP_ITEM( 5, "Secouriste." , GOSSIP_SENDER_MAIN, 2002);
pPlayer->ADD_GOSSIP_ITEM( 5, "Peche." , GOSSIP_SENDER_MAIN, 2003);
//pPlayer->ADD_GOSSIP_ITEM( 5, "Riding." , GOSSIP_SENDER_MAIN, 2004);
pPlayer->ADD_GOSSIP_ITEM( 7, "<- Menu principal" , GOSSIP_SENDER_MAIN, 3000);
pPlayer->SEND_GOSSIP_MENU(DEFAULT_GOSSIP_MESSAGE,pCreature->GetGUID());
break;
case 3000: //Back To Main Menu
// Main Menu for Alliance
if (pPlayer->GetTeam() == ALLIANCE)
{
// Check config if "Professions" is enabled or not
if(EnableProfessions)
pPlayer->ADD_GOSSIP_ITEM( 7, "Professions ->" , GOSSIP_SENDER_MAIN, 1000);
// Check config if "Secondary Skills" is enabled or not
if(EnableSecondarySkills)
pPlayer->ADD_GOSSIP_ITEM( 7, "Metiers secondaires ->" , GOSSIP_SENDER_MAIN, 2000);
}
else // Main Menu for Horde
{
// Check config if "Professions" is enabled or not
if(EnableProfessions)
pPlayer->ADD_GOSSIP_ITEM( 7, "Professions ->" , GOSSIP_SENDER_MAIN, 1000);
// Check config if "Secondary Skills" is enabled or not
if(EnableSecondarySkills)
pPlayer->ADD_GOSSIP_ITEM( 7, "Metier secondaires ->" , GOSSIP_SENDER_MAIN, 2000);
}
pPlayer->SEND_GOSSIP_MENU(DEFAULT_GOSSIP_MESSAGE,pCreature->GetGUID());
break;
//////////////////////////////////////////////////Professions///////////////////////////////////////////////////////////////
case 1001: // Alchemy
if(!pPlayer->UpdateSkill(171,0))
{
pCreature->MonsterWhisper("Vous n'avez appris le metier ou alors vous avez deja la valeur maximal pour ce metier $C.", pPlayer->GetGUID());
OnGossipHello(pPlayer, pCreature);
return;
}
pPlayer->UpdateSkill(171,(sConfig->GetFloatDefault("SkillPoints",0)));
pPlayer->ModifyMoney(-(sConfig->GetFloatDefault("SkillGoldCost",0)));
pPlayer->CLOSE_GOSSIP_MENU();
break;
case 1002: // Blacksmithing
if(!pPlayer->UpdateSkill(164,0))
{
pCreature->MonsterWhisper("Vous n'avez appris le metier ou alors vous avez deja la valeur maximal pour ce metier $C.", pPlayer->GetGUID());
OnGossipHello(pPlayer, pCreature);
return;
}
pPlayer->UpdateSkill(164,(sConfig->GetFloatDefault("SkillPoints",0)));
pPlayer->ModifyMoney(-(sConfig->GetFloatDefault("SkillGoldCost",0)));
pPlayer->CLOSE_GOSSIP_MENU();
break;
case 1003: // Enchanting
if(!pPlayer->UpdateSkill(333,0))
{
pCreature->MonsterWhisper("Vous n'avez appris le metier ou alors vous avez deja la valeur maximal pour ce metier $C.", pPlayer->GetGUID());
OnGossipHello(pPlayer, pCreature);
return;
}
pPlayer->UpdateSkill(333,(sConfig->GetFloatDefault("SkillPoints",0)));
pPlayer->ModifyMoney(-(sConfig->GetFloatDefault("SkillGoldCost",0)));
pPlayer->CLOSE_GOSSIP_MENU();
break;
case 1004: // Engineering
if(!pPlayer->UpdateSkill(202,0))
{
pCreature->MonsterWhisper("Vous n'avez appris le metier ou alors vous avez deja la valeur maximal pour ce metier $C.", pPlayer->GetGUID());
OnGossipHello(pPlayer, pCreature);
return;
}
pPlayer->UpdateSkill(202,(sConfig->GetFloatDefault("SkillPoints",0)));
pPlayer->ModifyMoney(-(sConfig->GetFloatDefault("SkillGoldCost",0)));
pPlayer->CLOSE_GOSSIP_MENU();
break;
case 1005: // Herbalism
if(!pPlayer->UpdateSkill(182,0))
{
pCreature->MonsterWhisper("Vous n'avez appris le metier ou alors vous avez deja la valeur maximal pour ce metier $C.", pPlayer->GetGUID());
OnGossipHello(pPlayer, pCreature);
return;
}
pPlayer->UpdateSkill(182,(sConfig->GetFloatDefault("SkillPoints",0)));
pPlayer->ModifyMoney(-(sConfig->GetFloatDefault("SkillGoldCost",0)));
pPlayer->CLOSE_GOSSIP_MENU();
break;
case 1006: // Inscription
if(!pPlayer->UpdateSkill(773,0))
{
pCreature->MonsterWhisper("YVous n'avez appris le metier ou alors vous avez deja la valeur maximal pour ce metier $C.", pPlayer->GetGUID());
OnGossipHello(pPlayer, pCreature);
return;
}
pPlayer->UpdateSkill(773,(sConfig->GetFloatDefault("SkillPoints",0)));
pPlayer->ModifyMoney(-(sConfig->GetFloatDefault("SkillGoldCost",0)));
pPlayer->CLOSE_GOSSIP_MENU();
break;
case 1007: // Jewelcrafting
if(!pPlayer->UpdateSkill(755,0))
{
pCreature->MonsterWhisper("Vous n'avez appris le metier ou alors vous avez deja la valeur maximal pour ce metier $C.", pPlayer->GetGUID());
OnGossipHello(pPlayer, pCreature);
return;
}
pPlayer->UpdateSkill(755,(sConfig->GetFloatDefault("SkillPoints",0)));
pPlayer->ModifyMoney(-(sConfig->GetFloatDefault("SkillGoldCost",0)));
pPlayer->CLOSE_GOSSIP_MENU();
break;
case 1008: // Leatherworking
if(!pPlayer->UpdateSkill(165,0))
{
pCreature->MonsterWhisper("Vous n'avez appris le metier ou alors vous avez deja la valeur maximal pour ce metier $C.", pPlayer->GetGUID());
OnGossipHello(pPlayer, pCreature);
return;
}
pPlayer->UpdateSkill(165,(sConfig->GetFloatDefault("SkillPoints",0)));
pPlayer->ModifyMoney(-(sConfig->GetFloatDefault("SkillGoldCost",0)));
pPlayer->CLOSE_GOSSIP_MENU();
break;
case 1009: // Mining
if(!pPlayer->UpdateSkill(186,0))
{
pCreature->MonsterWhisper("Vous n'avez appris le metier ou alors vous avez deja la valeur maximal pour ce metier $C.", pPlayer->GetGUID());
OnGossipHello(pPlayer, pCreature);
return;
}
pPlayer->UpdateSkill(186,(sConfig->GetFloatDefault("SkillPoints",0)));
pPlayer->ModifyMoney(-(sConfig->GetFloatDefault("SkillGoldCost",0)));
pPlayer->CLOSE_GOSSIP_MENU();
break;
case 1010: // Skinning
if(!pPlayer->UpdateSkill(393,0))
{
pCreature->MonsterWhisper("Vous n'avez appris le metier ou alors vous avez deja la valeur maximal pour ce metier $C.", pPlayer->GetGUID());
OnGossipHello(pPlayer, pCreature);
return;
}
pPlayer->UpdateSkill(393,(sConfig->GetFloatDefault("SkillPoints",0)));
pPlayer->ModifyMoney(-(sConfig->GetFloatDefault("SkillGoldCost",0)));
pPlayer->CLOSE_GOSSIP_MENU();
break;
case 1011: // Tailoring
if(!pPlayer->UpdateSkill(197,0))
{
pCreature->MonsterWhisper("Vous n'avez appris le metier ou alors vous avez deja la valeur maximal pour ce metier $C.", pPlayer->GetGUID());
OnGossipHello(pPlayer, pCreature);
return;
}
pPlayer->UpdateSkill(197,(sConfig->GetFloatDefault("SkillPoints",0)));
pPlayer->ModifyMoney(-(sConfig->GetFloatDefault("SkillGoldCost",0)));
pPlayer->CLOSE_GOSSIP_MENU();
break;
//////////////////////////////////////////////////Secondary Skills///////////////////////////////////////////////////////////////
case 2001: // Cooking
if(!pPlayer->UpdateSkill(185,0))
{
pCreature->MonsterWhisper("You don't have this skill or you allready have the maximum skill value $C.", pPlayer->GetGUID());
OnGossipHello(pPlayer, pCreature);
return;
}
pPlayer->UpdateSkill(185,(sConfig->GetFloatDefault("SkillPoints",0)));
pPlayer->ModifyMoney(-(sConfig->GetFloatDefault("SkillGoldCost",0)));
pPlayer->CLOSE_GOSSIP_MENU();
break;
case 2002: // First Aid
if(!pPlayer->UpdateSkill(129,0))
{
pCreature->MonsterWhisper("Vous n'avez appris le metier ou alors vous avez deja la valeur maximal pour ce metier $C.", pPlayer->GetGUID());
OnGossipHello(pPlayer, pCreature);
return;
}
pPlayer->UpdateSkill(129,(sConfig->GetFloatDefault("SkillPoints",0)));
pPlayer->ModifyMoney(-(sConfig->GetFloatDefault("SkillGoldCost",0)));
pPlayer->CLOSE_GOSSIP_MENU();
break;
case 2003: // Fishing
if(!pPlayer->UpdateSkill(356,0))
{
pCreature->MonsterWhisper("Vous n'avez appris le metier ou alors vous avez deja la valeur maximal pour ce metier $C.", pPlayer->GetGUID());
OnGossipHello(pPlayer, pCreature);
return;
}
pPlayer->UpdateSkill(356,(sConfig->GetFloatDefault("SkillPoints",0)));
pPlayer->ModifyMoney(-(sConfig->GetFloatDefault("SkillGoldCost",0)));
pPlayer->CLOSE_GOSSIP_MENU();
break;
//case 2004: // Riding
// if(!pPlayer->UpdateSkill(,0))
// {
// pCreature->MonsterWhisper("You don't have this skill or you allready have the maximum skill value $C.", pPlayer->GetGUID());
// OnGossipHello(pPlayer, pCreature);
// return;
// }
//
// pPlayer->UpdateSkill(,(sConfig->GetFloatDefault("SkillPoints",0)));
// pPlayer->ModifyMoney(-(sConfig->GetFloatDefault("SkillGoldCost",0)));
// pPlayer->CLOSE_GOSSIP_MENU();
//break;
pPlayer->CLOSE_GOSSIP_MENU();
} // end of switch
} //end of function
};
void AddSC_professionnpc()
{
new professionnpc();
}