voici un teleporteur de guilde vers votre qg avec achat du qg ou la vente pour en acheter un autre.
Le script c++:
Code :
#include "precompiled.h"
#include "../../../../shared/Config/Config.h"
#include "../../config.h"
#include "Config/Config.h"
#include "Database/DatabaseEnv.h"
#include "DBCStores.h"
#include "ObjectMgr.h"
#include "ProgressBar.h"
#include "../system/ScriptLoader.h"
#include "../system/system.h"
#include "../../../game/ScriptMgr.h"
extern DatabaseMysql SD2Database;
#define MSG_GOSSIP_TELE "Teleport to our GuildHouse"
#define MSG_GOSSIP_BUY "Buy GuildHouse (1000 gold)"
#define MSG_GOSSIP_SELL "Sell GuildHouse (500 gold)"
#define MSG_GOSSIP_NEXTPAGE "Next Page -->"
#define MSG_INCOMBAT "You are in combat!"
#define MSG_NOGUILDHOUSE "Your guild dont have any GuildHouse!"
#define MSG_NOFREEGH "Unfortunately, all GuildHouses are in use."
#define MSG_ALREADYHAVEGH "Sorry, but you already have GuildHouse (%s)."
#define MSG_NOTENOUGHMONEY "Not enough money. You must have %u gold to buy a GuildHouses."
#define MSG_GHOCCUPIED "Unfortunately, this GuildHouses already in use."
#define MSG_CONGRATULATIONS "Congratulations! You bought this Guild House!"
#define MSG_SOLD "You sold your GuildHouse. Here is %u in gold."
#define MSG_NOTINGUILD "You are not in a guild. Join or create one."
#define CODE_SELL "SELL"
#define MSG_CODEBOX_SELL "Enter \"" CODE_SELL "\" If you really want to sell your GuildHouse."
#define OFFSET_GH_ID_TO_ACTION 1500
#define OFFSET_SHOWBUY_FROM 10000
#define ACTION_TELE 1001
#define ACTION_SHOW_BUYLIST 1002 //deprecated. Use (OFFSET_SHOWBUY_FROM + 0) instead
#define ACTION_SELL_GUILDHOUSE 1003
#define ICON_GOSSIP_BALOON 0
#define ICON_GOSSIP_WING 2
#define ICON_GOSSIP_BOOK 3
#define ICON_GOSSIP_WHEEL1 4
#define ICON_GOSSIP_WHEEL2 5
#define ICON_GOSSIP_GOLD 6
#define ICON_GOSSIP_BALOONDOTS 7
#define ICON_GOSSIP_TABARD 8
#define ICON_GOSSIP_XSWORDS 9
#define COST_GH_BUY 10000000 //1000 g.
#define COST_GH_SELL 5000000 //500 g.
#define GOSSIP_COUNT_MAX 10
bool isPlayerGuildLeader(Player *player)
{
return (player->GetRank() == 0) && (player->GetGuildId() != 0);
}
bool getGuildHouseCoords(uint32 guildId, float &x, float &y, float &z, uint32 &map)
{
if (guildId == 0)
{
//if player has no guild
return false;
}
QueryResult *result;
result = SD2Database.PQuery("SELECT `x`, `y`, `z`, `map` FROM `guildhouses` WHERE `guildId` = %u", guildId);
if(result)
{
Field *fields = result->Fetch();
x = fields[0].GetFloat();
y = fields[1].GetFloat();
z = fields[2].GetFloat();
map = fields[3].GetUInt32();
return true;
}
return false;
}
void teleportPlayerToGuildHouse(Player *player, Creature *_creature)
{
if (player->GetGuildId() == 0)
{
//if player has no guild
_creature->MonsterWhisper(MSG_NOTINGUILD, player);
return;
}
if (!player->getAttackers().empty())
{
//if player in combat
_creature->MonsterSay(MSG_INCOMBAT, LANG_UNIVERSAL);
return;
}
float x, y, z;
uint32 map;
if (getGuildHouseCoords(player->GetGuildId(), x, y, z, map))
{
//teleport player to the specified location
player->TeleportTo(map, x, y, z, 0.0f);
}
else
_creature->MonsterWhisper(MSG_NOGUILDHOUSE, player);
}
bool showBuyList(Player *player, Creature *_creature, uint32 showFromId = 0)
{
//show not occupied guildhouses
QueryResult *result;
result = SD2Database.PQuery("SELECT `id`, `comment` FROM `guildhouses` WHERE `guildId` = 0 AND `id` > %u ORDER BY `id` ASC LIMIT %u",
showFromId, GOSSIP_COUNT_MAX);
if (result)
{
uint32 guildhouseId = 0;
std::string comment = "";
do
{
Field *fields = result->Fetch();
guildhouseId = fields[0].GetInt32();
comment = fields[1].GetString();
//send comment as a gossip item
//transmit guildhouseId in Action variable
player->ADD_GOSSIP_ITEM(ICON_GOSSIP_TABARD, comment, GOSSIP_SENDER_MAIN,
guildhouseId + OFFSET_GH_ID_TO_ACTION);
} while (result->NextRow());
if (result->GetRowCount() == GOSSIP_COUNT_MAX)
{
//assume that we have additional page
//add link to next GOSSIP_COUNT_MAX items
player->ADD_GOSSIP_ITEM(ICON_GOSSIP_BALOONDOTS, MSG_GOSSIP_NEXTPAGE, GOSSIP_SENDER_MAIN,
guildhouseId + OFFSET_SHOWBUY_FROM);
}
player->SEND_GOSSIP_MENU(DEFAULT_GOSSIP_MESSAGE, _creature->GetObjectGuid());
return true;
} else
{
if (showFromId = 0)
{
//all guildhouses are occupied
_creature->MonsterWhisper(MSG_NOFREEGH, player);
player->CLOSE_GOSSIP_MENU();
} else
{
//this condition occurs when COUNT(guildhouses) % GOSSIP_COUNT_MAX == 0
//just show GHs from beginning
showBuyList(player, _creature, 0);
}
}
return false;
}
bool isPlayerHasGuildhouse(Player *player, Creature *_creature, bool whisper = false)
{
QueryResult *result;
result = SD2Database.PQuery("SELECT `comment` FROM `guildhouses` WHERE `guildId` = %u",
player->GetGuildId());
if (result)
{
if (whisper)
{
//whisper to player "already have etc..."
Field *fields = result->Fetch();
char msg[100];
sprintf(msg, MSG_ALREADYHAVEGH, fields[0].GetString());
_creature->MonsterWhisper(msg, player);
}
return true;
}
return false;
}
void buyGuildhouse(Player *player, Creature *_creature, uint32 guildhouseId)
{
if (player->GetMoney() < COST_GH_BUY)
{
//show how much money player need to buy GH (in gold)
char msg[100];
sprintf(msg, MSG_NOTENOUGHMONEY, COST_GH_BUY / 10000);
_creature->MonsterWhisper(msg, player);
return;
}
if (isPlayerHasGuildhouse(player, _creature, true))
{
//player already have GH
return;
}
QueryResult *result;
//check if somebody already occupied this GH
result = SD2Database.PQuery("SELECT `id` FROM `guildhouses` WHERE `id` = %u AND `guildId` <> 0",
guildhouseId);
if (result)
{
_creature->MonsterWhisper(MSG_GHOCCUPIED, player);
return;
}
//update DB
result = SD2Database.PQuery("UPDATE `guildhouses` SET `guildId` = %u WHERE `id` = %u",
player->GetGuildId(), guildhouseId);
if (result)
player->ModifyMoney(-COST_GH_BUY);
_creature->MonsterSay(MSG_CONGRATULATIONS, LANG_UNIVERSAL, player);
}
void sellGuildhouse(Player *player, Creature *_creature)
{
if (isPlayerHasGuildhouse(player, _creature))
{
QueryResult *result;
result = SD2Database.PQuery("UPDATE `guildhouses` SET `guildId` = 0 WHERE `guildId` = %u",
player->GetGuildId());
if (result)
player->ModifyMoney(COST_GH_SELL);
//display message e.g. "here your money etc."
char msg[100];
sprintf(msg, MSG_SOLD, COST_GH_SELL / 10000);
_creature->MonsterWhisper(msg, player);
}
}
bool GossipHello_guildmaster(Player *player, Creature *_creature)
{
player->ADD_GOSSIP_ITEM(ICON_GOSSIP_BALOON, MSG_GOSSIP_TELE,
GOSSIP_SENDER_MAIN, ACTION_TELE);
if (isPlayerGuildLeader(player))
{
//show additional menu for guild leader
player->ADD_GOSSIP_ITEM(ICON_GOSSIP_GOLD, MSG_GOSSIP_BUY,
GOSSIP_SENDER_MAIN, ACTION_SHOW_BUYLIST);
if (isPlayerHasGuildhouse(player, _creature))
{
//and additional for guildhouse owner
player->PlayerTalkClass->GetGossipMenu().AddMenuItem(ICON_GOSSIP_GOLD, MSG_GOSSIP_SELL, GOSSIP_SENDER_MAIN, ACTION_SELL_GUILDHOUSE, MSG_CODEBOX_SELL, 0, true);
}
}
player->SEND_GOSSIP_MENU(DEFAULT_GOSSIP_MESSAGE, _creature->GetObjectGuid());
return true;
}
bool GossipSelect_guildmaster(Player *player, Creature *_creature, uint32 sender, uint32 action )
{
if (sender != GOSSIP_SENDER_MAIN)
return false;
switch (action)
{
case ACTION_TELE:
//teleport player to GH
player->CLOSE_GOSSIP_MENU();
teleportPlayerToGuildHouse(player, _creature);
break;
case ACTION_SHOW_BUYLIST:
//show list of GHs which currently not occupied
showBuyList(player, _creature);
break;
default:
if (action > OFFSET_SHOWBUY_FROM)
{
showBuyList(player, _creature, action - OFFSET_SHOWBUY_FROM);
} else if (action > OFFSET_GH_ID_TO_ACTION)
{
//player clicked on buy list
player->CLOSE_GOSSIP_MENU();
//get guildhouseId from action
//guildhouseId = action - OFFSET_GH_ID_TO_ACTION
buyGuildhouse(player, _creature, action - OFFSET_GH_ID_TO_ACTION);
}
break;
}
return true;
}
bool GossipSelectWithCode_guildmaster( Player *player, Creature *_creature,
uint32 sender, uint32 action, const char* sCode )
{
if(sender == GOSSIP_SENDER_MAIN)
{
if(action == ACTION_SELL_GUILDHOUSE)
{
int i = -1;
try
{
//compare code
if (strlen(sCode) + 1 == sizeof CODE_SELL)
i = strcmp(CODE_SELL, sCode);
} catch(char *str) {error_db_log(str);}
if (i == 0)
{
//right code
sellGuildhouse(player, _creature);
}
player->CLOSE_GOSSIP_MENU();
return true;
}
}
return false;
}
void AddSC_guildmaster()
{
Script *newscript;
newscript = new Script;
newscript->Name = "guildmaster";
newscript->pGossipHello = &GossipHello_guildmaster;
newscript->pGossipSelect = &GossipSelect_guildmaster;
newscript->pGossipSelectWithCode = &GossipSelectWithCode_guildmaster;
newscript->RegisterSelf();
}
Le code sql :
Code :
SET FOREIGN_KEY_CHECKS=0;
-- ----------------------------
-- Table structure for `guildhouses`
-- ----------------------------
DROP TABLE IF EXISTS `guildhouses`;
CREATE TABLE `guildhouses` (
`id` int(8) unsigned NOT NULL AUTO_INCREMENT,
`guildId` bigint(20) NOT NULL DEFAULT '0',
`x` double NOT NULL,
`y` double NOT NULL,
`z` double NOT NULL,
`map` int(11) NOT NULL,
`comment` varchar(255) NOT NULL DEFAULT '',
PRIMARY KEY (`id`)
) ENGINE=MyISAM AUTO_INCREMENT=22 DEFAULT CHARSET=utf8 ROW_FORMAT=DYNAMIC;
-- ----------------------------
-- Records of guildhouses
-- ----------------------------
INSERT INTO `guildhouses` VALUES ('1', '0', '16222', '16266', '14.2', '1', 'GM Island');
INSERT INTO `guildhouses` VALUES ('2', '0', '-10711', '2483', '8', '1', 'Tauren village at Veiled Sea (Silithus)');
INSERT INTO `guildhouses` VALUES ('3', '0', '-8323', '-343', '146', '0', 'Fishing outside an Northshire Abbey (Elwynn Forest');
INSERT INTO `guildhouses` VALUES ('4', '0', '7368', '-1560', '163', '1', 'Troll Village in mountains (Darkshore)');
INSERT INTO `guildhouses` VALUES ('5', '0', '-4151', '-1400', '198', '0', 'Dwarven village outside Ironforge (Wetlands)');
INSERT INTO `guildhouses` VALUES ('6', '0', '-1840', '-4233', '2.14', '0', 'Dwarven village (Arathi Highlands, Forbidding Sea)');
INSERT INTO `guildhouses` VALUES ('7', '0', '-4151', '-1400', '198', '0', 'Crashed zeppelin (Wetlands, Dun Modr)');
INSERT INTO `guildhouses` VALUES ('8', '0', '-723', '-1076', '179', '1', 'Tauren camp (Mulgore, Red Rock)');
INSERT INTO `guildhouses` VALUES ('9', '0', '-206', '1666', '80', '0', 'Shadowfang Keep an outside instance (Silverpine Forest)');
INSERT INTO `guildhouses` VALUES ('10', '2', '-6374', '1262', '7', '0', 'Harbor house outside Stormwind (Elwynn Forest)');
INSERT INTO `guildhouses` VALUES ('11', '0', '-8640', '580', '96', '0', 'Empty jail between canals (Stormwind)');
INSERT INTO `guildhouses` VALUES ('12', '0', '-4844', '-1066', '502', '0', 'Old Ironforge');
INSERT INTO `guildhouses` VALUES ('13', '0', '-4863', '-1658', '503.5', '0', 'Ironforge Airport');
INSERT INTO `guildhouses` VALUES ('14', '0', '1146', '-165', '313', '37', 'Azshara Crater instance (Alliance entrance)');
INSERT INTO `guildhouses` VALUES ('15', '1', '-123', '858', '298', '37', 'Azshara Crater instance (Horde entrance)');
INSERT INTO `guildhouses` VALUES ('16', '0', '4303', '-2760', '16.8', '0', 'Quel\'Thalas Tower');
INSERT INTO `guildhouses` VALUES ('17', '0', '-6161', '-790', '423', '0', 'Crashed gnome airplane (between Dun Morogh and Searing Gorge)');
INSERT INTO `guildhouses` VALUES ('18', '0', '-11790', '-1640', '54.7', '0', 'Zul\'Gurub an outside instance (Stranglethorn Vale)');
INSERT INTO `guildhouses` VALUES ('19', '0', '-11805', '-4754', '6', '1', 'Goblin village (Tanaris, South Seas)');
INSERT INTO `guildhouses` VALUES ('20', '0', '-9296', '670', '132', '0', 'Villains camp outside an Stormwind (Elwynn Forest)');
INSERT INTO `guildhouses` VALUES ('21', '0', '3414', '-3380', '142.2', '0', 'Stratholm an outside instance');
Sql à appliquer sur la database Scriptdev2.
Cordialement Tøxic
ps: je vous laisse le soin de le retraduire en francais il n'est pas de moi jai simplement rajouter une fonction et optimizer les tp.
sources http://www.ac-web.org/