aboutsummaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
Diffstat (limited to 'src')
-rw-r--r--src/server/scripts/World/npc_professions.cpp106
1 files changed, 100 insertions, 6 deletions
diff --git a/src/server/scripts/World/npc_professions.cpp b/src/server/scripts/World/npc_professions.cpp
index 4dca55d562d..867ebafe32b 100644
--- a/src/server/scripts/World/npc_professions.cpp
+++ b/src/server/scripts/World/npc_professions.cpp
@@ -18,27 +18,26 @@
/* ScriptData
SDName: Npc_Professions
-SD%Complete: 80
-SDComment: Provides learn/unlearn/relearn-options for professions. Not supported: Unlearn engineering, re-learn engineering, re-learn leatherworking.
-SDCategory: NPCs
+SD%Complete: 100
+SDComment: Provides learn/unlearn/relearn-options for professions.
+SDCategory: NPCs/GOBs
EndScriptData */
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "ScriptedGossip.h"
+#include "GameObjectAI.h"
#include "Player.h"
#include "SpellInfo.h"
#include "WorldSession.h"
/*
A few notes for future developement:
-- A full implementation of gossip for GO's is required. They must have the same scripting capabilities as creatures. Basically,
-there is no difference here (except that default text is chosen with `gameobject_template`.`data3` (for GO type2, different dataN for a few others)
- It's possible blacksmithing still require some tweaks and adjustments due to the way we _have_ to use reputation.
*/
/*###
-# to be removed from here (->ncp_text). This is data for database projects.
+# to be removed from here (->npc_text). This is data for database projects.
###*/
#define TALK_MUST_UNLEARN_WEAPON "You must forget your weapon type specialty before I can help you. Go to Everlook in Winterspring and seek help there."
@@ -153,6 +152,9 @@ enum ProfessionSpells
S_LEARN_GOBLIN = 20221,
S_LEARN_GNOMISH = 20220,
+ S_UNLEARN_GOBLIN = 68334,
+ S_UNLEARN_GNOMISH = 68333,
+
S_SPELLFIRE = 26797,
S_MOONCLOTH = 26798,
S_SHADOWEAVE = 26801,
@@ -376,6 +378,27 @@ void ProfessionUnlearnSpells(Player* player, uint32 type)
player->RemoveSpell(36075); // Wildfeather Leggings
player->RemoveSpell(36078); // Living Crystal Breastplate
break;
+ case S_UNLEARN_GOBLIN: // S_UNLEARN_GOBLIN
+ player->RemoveSpell(30565); // Foreman's Enchanted Helmet
+ player->RemoveSpell(30566); // Foreman's Reinforced Helmet
+ player->RemoveSpell(30563); // Goblin Rocket Launcher
+ player->RemoveSpell(56514); // Global Thermal Sapper Charge
+ player->RemoveSpell(36954); // Dimensional Ripper - Area 52
+ player->RemoveSpell(23486); // Dimensional Ripper - Everlook
+ player->RemoveSpell(23078); // Goblin Jumper Cables XL
+ player->RemoveSpell(72952); // Shatter Rounds
+ break;
+ case S_UNLEARN_GNOMISH: // S_UNLEARN_GNOMISH
+ player->RemoveSpell(30575); // Gnomish Battle Goggles
+ player->RemoveSpell(30574); // Gnomish Power Goggles
+ player->RemoveSpell(56473); // Gnomish X-Ray Specs
+ player->RemoveSpell(30569); // Gnomish Poultryizer
+ player->RemoveSpell(30563); // Ultrasafe Transporter - Toshley's Station
+ player->RemoveSpell(23489); // Ultrasafe Transporter - Gadgetzan
+ player->RemoveSpell(23129); // World Enlarger
+ player->RemoveSpell(23096); // Gnomish Alarm-o-Bot
+ player->RemoveSpell(72953); // Iceblade Arrow
+ break;
case S_UNLEARN_SPELLFIRE: // S_UNLEARN_SPELLFIRE
player->RemoveSpell(26752); // Spellfire Belt
player->RemoveSpell(26753); // Spellfire Gloves
@@ -923,6 +946,76 @@ public:
}
};
+// Object ID - 177226
+// Book "Soothsaying for dummies"
+enum SoothsayingForDummies
+{
+ GOSSIP_ID = 7058,
+
+ // Engineering
+ OPTION_UNLEARN_GNOMISH = 0,
+ OPTION_UNLEARN_GOBLIN = 1,
+ OPTION_LEARN_GNOMISH = 2,
+ OPTION_LEARN_GOBLIN = 3,
+
+ // Leatherworking
+ OPTION_LEARN_DRAGONSCALE = 4,
+ OPTION_LEARN_ELEMENTAL = 5,
+ OPTION_LEARN_TRIBAL = 6
+};
+
+class go_soothsaying_for_dummies : public GameObjectScript
+{
+ public:
+ go_soothsaying_for_dummies() : GameObjectScript("go_soothsaying_for_dummies") { }
+
+ struct go_soothsaying_for_dummiesAI : public GameObjectAI
+ {
+ go_soothsaying_for_dummiesAI(GameObject* go) : GameObjectAI(go) { }
+
+ bool GossipSelect(Player* player, uint32 menuId, uint32 gossipListId) override
+ {
+ if (menuId != GOSSIP_ID)
+ return false;
+
+ switch (gossipListId)
+ {
+ case OPTION_UNLEARN_GNOMISH:
+ ProcessUnlearnAction(player, nullptr, S_UNLEARN_GNOMISH, 0, 0); // cost is handled by gossip code
+ break;
+ case OPTION_UNLEARN_GOBLIN:
+ ProcessUnlearnAction(player, nullptr, S_UNLEARN_GOBLIN, 0, 0);
+ break;
+ case OPTION_LEARN_GNOMISH:
+ player->CastSpell(player, S_LEARN_GNOMISH, true);
+ break;
+ case OPTION_LEARN_GOBLIN:
+ player->CastSpell(player, S_LEARN_GOBLIN, true);
+ break;
+ case OPTION_LEARN_DRAGONSCALE:
+ player->CastSpell(player, S_LEARN_DRAGON, true);
+ break;
+ case OPTION_LEARN_ELEMENTAL:
+ player->CastSpell(player, S_LEARN_ELEMENTAL, true);
+ break;
+ case OPTION_LEARN_TRIBAL:
+ player->CastSpell(player, S_LEARN_TRIBAL, true);
+ break;
+ default:
+ return false;
+ }
+
+ player->CLOSE_GOSSIP_MENU();
+ return true; // prevent further processing
+ }
+ };
+
+ GameObjectAI* GetAI(GameObject* go) const override
+ {
+ return new go_soothsaying_for_dummiesAI(go);
+ }
+};
+
/*###
# start menues leatherworking
###*/
@@ -1212,6 +1305,7 @@ void AddSC_npc_professions()
new npc_prof_alchemy();
new npc_prof_blacksmith();
new npc_engineering_tele_trinket();
+ new go_soothsaying_for_dummies();
new npc_prof_leather();
new npc_prof_tailor();
}