这个代码,我们都没有测试过,看起来,是直接在脚本中来发送操作码信息
总体说来,我觉得还是比较有研究价值的关于变态魔兽世界私服的一些脚本代码。
/*
* Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
*
* 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, see <http://www.gnu.org/licenses/>.
*/
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "ScriptedGossip.h"
#include "GameEventMgr.h"
#include "Player.h"
#include "WorldSession.h"
class Vendor
{
private:
int m_GUID;
GossipOptionIcon m_Icon;
std::string m_Message;
public:
Vendor() {}
Vendor(int guid, GossipOptionIcon icon, std::string message)
{
m_GUID = guid;
m_Icon = icon;
m_Message = message;
}
Vendor(int guid, GossipOptionIcon icon, std::string message, VendorItemData* item_list)
{
m_GUID = guid;
m_Icon = icon;
m_Message = message;
for(int i = 0; i < item_list->GetItemCount(); i++)
items.AddItem(item_list->m_items->item, 0, 0, item_list->m_items->ExtendedCost);
}
VendorItemData items;
int getGuid() { return m_GUID; }
void setGuid(int guid) { m_GUID = guid; }
GossipOptionIcon getIcon() { return m_Icon; }
void setIcon(GossipOptionIcon icon) { m_Icon = icon; }
std::string getMessage() { return m_Message; }
void setMessage(std::string message) { m_Message = message; }
};
class ItemList
{
public:
ItemList() { /* Called while looping through vendors to find ours */ }
ItemList(Vendor* myVendor)
{
m_vendor = Vendor(myVendor->getGuid(), myVendor->getIcon(), myVendor->getMessage());
}
ItemList(Vendor* myVendor, VendorItemData* item_list)
{
m_vendor = Vendor(myVendor->getGuid(), myVendor->getIcon(), myVendor->getMessage());
for(int i = 0; i < item_list->GetItemCount(); i++)
m_vendor.items.AddItem(item_list->m_items->item, 0, 0, item_list->m_items->ExtendedCost);
}
void AddItem(uint32 item_id, uint32 extended_cost = 0) { m_vendor.items.AddItem(item_id, 0, 0, extended_cost); }
void RemoveItem(uint32 item_id) { m_vendor.items.RemoveItem(item_id); }
uint8 GetItemCount() { return m_vendor.items.GetItemCount(); }
Vendor GetVendor() { return m_vendor; }
private:
Vendor m_vendor;
};
class SmsgListInventory
{
private:
uint32 m_opcode;
uint64 m_vendorGuid;
uint8 m_itemCount;
uint8 m_status;
WorldSession* m_session;
VendorItemData m_vendorItemData;
VendorItemData m_completeVendorItemData;
std::vector<ItemList> m_vendors;
struct packetItem
{
uint32 m_slot;
uint32 m_item;
uint32 m_displayId;
int32 m_inStock;
uint32 m_price;
uint32 m_durability;
uint32 m_buyCount;
uint32 m_extendedCost;
};
bool SkipItem(const ItemTemplate* item_template, Player* player, int slot)
{
/* Calculate relative slot position */
if(m_vendors[0].GetItemCount() > 0)
{
if( (slot + 1) > (m_vendors[0].GetItemCount()))
{
int totalItemsChecked = 0;
/* For each vendor */
for(int i = 0; i < m_vendors.size(); i++)
{
if((totalItemsChecked + m_vendors.GetItemCount()) < (slot + 1))
{
totalItemsChecked += m_vendors.GetItemCount();
continue;
}
slot -= totalItemsChecked;
break;
}
}
}
/* Account for duplicate items across vendors */
if(VendorItem* vendor_item = m_vendorItemData.GetItem(slot))
{
if(vendor_item->item != item_template->ItemId)
return true;
}
else
return true; // the item doesn't even exist why would we send it
/* GM's are exceptions */
if(player->isGameMaster())
return false;
/* If the item is class specific and Bind on Pickup */
if (!(item_template->AllowableClass & player->getClassMask()) && item_template->Bonding == BIND_WHEN_PICKED_UP)
return true;
/* If the item is faction specific and player is wrong faction */
if ((item_template->Flags2 & ITEM_FLAGS_EXTRA_HORDE_ONLY && player->GetTeam() == ALLIANCE) ||
(item_template->Flags2 == ITEM_FLAGS_EXTRA_ALLIANCE_ONLY && player->GetTeam() == HORDE))
return true;
/* Anything else */
return false;
}
public: SmsgListInventory(uint64 vendor_guid, WorldSession* player_session, VendorItemData* vendor_item_data, std::vector<ItemList> vendors)
{
m_opcode = SMSG_LIST_INVENTORY;
m_vendorGuid = vendor_guid;
m_itemCount = 0;
for(int i = 0; i < vendors.size(); i++)
m_itemCount += vendors.GetItemCount();
m_status = 0;
m_session = player_session;
for(int i = 0; i < vendors.size(); i++)
for(int i2 = 0; i2 < vendors.GetItemCount(); i2++)
m_completeVendorItemData.AddItem(vendors.GetVendor().items.m_items[i2]->item, 0, 0, vendors.GetVendor().items.m_items[i2]->ExtendedCost);
for(int i = 0; i < vendor_item_data->GetItemCount(); i++)
m_vendorItemData.AddItem(vendor_item_data->m_items->item, 0, 0, vendor_item_data->m_items->ExtendedCost);
for(int i = 0; i < vendors.size(); i++)
m_vendors.push_back(vendors);
}
void Send(Creature* originalVendor, Player* player)
{
uint8 item_count = 0;
std::vector<packetItem> items_to_send;
ItemList item_list_to_send;
bool haveUpdatedVendor = false;
if(const VendorItemData* vendor_item_data = originalVendor->GetVendorItems())
if(vendor_item_data->GetItemCount() > 0)
haveUpdatedVendor = true;
for(int slot = 0; slot < m_itemCount; slot++)
if(VendorItem const* item = m_completeVendorItemData.GetItem(slot))
if(ItemTemplate const* item_template = sObjectMgr->GetItemTemplate(item->item))
{
if(!haveUpdatedVendor)
sObjectMgr->AddVendorItem(originalVendor->GetEntry(), item->item, 0, 0, item->ExtendedCost, false);
if(SkipItem(item_template, player, slot))
continue;
item_list_to_send.AddItem(item->item, item->ExtendedCost);
item_count++;
int32 price = item->IsGoldRequired(item_template) ? uint32(item_template->BuyPrice) : 0;
packetItem packet;
packet.m_slot = slot + 1;
packet.m_item = item->item;
packet.m_displayId = item_template->DisplayInfoID;
packet.m_inStock = 0xFFFFFFFF;
packet.m_price = price;
packet.m_durability = item_template->MaxDurability;
packet.m_buyCount = item_template->BuyCount;
packet.m_extendedCost = item->ExtendedCost;
items_to_send.push_back(packet);
}
WorldPacket packet(m_opcode, 8 + 1 + (m_itemCount > 0 ? m_itemCount * 8 * 4 : 1));
packet << m_vendorGuid;
packet << item_count;
for(int i = 0; i < items_to_send.size(); i++)
{
packet << items_to_send.m_slot;
packet << items_to_send.m_item;
packet << items_to_send.m_displayId;
packet << items_to_send.m_inStock;
packet << items_to_send.m_price;
packet << items_to_send.m_durability;
packet << items_to_send.m_buyCount;
packet << items_to_send.m_extendedCost;
}
m_session->SendPacket(&packet);
}
};
class npc_multivendor : public CreatureScript
{
public:
npc_multivendor() : CreatureScript("npc_multivendor"){ }
std::vector<ItemList> GetVendorList()
{
std::vector<ItemList> itemlists;
/* ONLY EDIT THINGS BELOW THIS COMMENT BLOCK
* DO NOT EDIT ANYTHING ELSE
*
* Example vendor:
Vendor vendor_1(700000, GOSSIP_ICON_VENDOR, "Look at all the weapons I have");
ItemList items_1(&vendor_1);
items_1.AddItem(18582); // Azzinoth
items_1.AddItem(13262); // Ashbringer
itemlists.push_back(items_1);
* The first line creates a "Vendor" object named vendor_1 with:
* GUID 700000 (this must be different to all your other vendors)
* Displays the moneybag icon in the gossip list
* Displays the text "Look at all the weapons I have" in the gossip list
*
* The second line creates an instance of the ItemList object named items1.
* We pass it a reference to the vendor we created before. The class does the rest.
*
* The third and fourth lines are examples of adding items to our item list (named items_1).
* You can give an item an extended_cost by passing a second parameter to the function.
* This script does not support time-limited or respawning items
*
* The final line is the most important. This line adds your vendor to the internal list of vendors that will be processed by the script.
*
*
* END OF EXPLANATION
* I REPEAT ONCE MORE PLEASE DO NOT TOUCH ANYTHING ELSE IN THE FILE IT IS EXTREMELY DELICATE AND EXTREMELY COMPLEX
*/
Vendor vendor_1(700000, GOSSIP_ICON_VENDOR, "Look at all the weapons I have");
ItemList items_1(&vendor_1);
items_1.AddItem(18582); // Azzinoth
items_1.AddItem(13262); // Ashbringer
itemlists.push_back(items_1);
Vendor vendor_2(700001, GOSSIP_ICON_VENDOR, "Look at all the armour I have");
ItemList items_2(&vendor_2);
items_2.AddItem(42949); // Polished Spaulders of Valor
items_2.AddItem(48685); // Polished Breastplate of Valor
itemlists.push_back(items_2);
/* DO NOT EDIT ANYTHING BELOW HERE EITHER
* THIS IS THE END OF THE EDITABLE SECTION
* ONLY EDIT THINGS ABOVE THIS COMMENT BLOCK UNLESS YOU _REALLY_ KNOW WHAT YOU'RE DOING
*
* Peace out
* Evilfairy~ */
return itemlists;
}
bool OnGossipHello(Player* player, Creature* creature)
{
std::vector<ItemList> vendors = GetVendorList();
/* DO NOT EDIT ANYTHING BELOW THIS LINE */
for(int i = 0; i < vendors.size(); i++) // icon message sender guid
player->ADD_GOSSIP_ITEM(vendors.GetVendor().getIcon(), vendors.GetVendor().getMessage(), GOSSIP_SENDER_MAIN, vendors.GetVendor().getGuid());
player->TalkedToCreature(creature->GetEntry(), creature->GetGUID());
player->SEND_GOSSIP_MENU(player->GetGossipTextId(creature), creature->GetGUID());
return true;
}
bool OnGossipSelect(Player* player, Creature* creature, uint32 /*sender*/, uint32 action)
{
player->PlayerTalkClass->ClearMenus();
player->CLOSE_GOSSIP_MENU();
SendInventoryCustom(player, creature, action);
return true;
}
void SendInventoryCustom(Player* player, Creature* vendor, int guid)
{
/* Remove Feign Death effects */
if (player->HasUnitState(UNIT_STATE_DIED))
player->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
/* Stop NPC moving */
if (vendor->isMoving())
vendor->StopMoving();
std::vector<ItemList> vendors = GetVendorList();
ItemList myVendor;
for(int i = 0; i < vendors.size(); i++)
{
if(vendors.GetVendor().getGuid() == guid)
{
myVendor = ItemList(&vendors.GetVendor(), &vendors.GetVendor().items);
break;
}
}
SmsgListInventory inventory_packet(vendor->GetGUID(), player->GetSession(), &myVendor.GetVendor().items, vendors);
inventory_packet.Send(vendor, player);
}
};
void AddSC_npc_multivendor()
{
new npc_multivendor;
}
具体的就不多说了,因为我也没有测试过,有兴趣的朋友可以去测试测试,本代码支持T端
完整代码回复下载
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