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Форум » ArcEmu » ArcEmu » Вкусняшки от буржуев)
Вкусняшки от буржуев)
Mado
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Доброго времени суток ув.форумчане, для того чтобы понять принцип работы, предлагаю посмотреть видео

Перед "накаткой скрипта на ядро, нужно залить в БД скрипт
Code
CREATE TABLE `vehicle_powerup` (
  `gameobject_entry` INT(10) NOT NULL,
  `creature_entry` INT(10) NOT NULL,
  `vehicle_time` INT(10) NOT NULL,
  `respawn_time` INT(10) NOT NULL,
  PRIMARY KEY (`gameobject_entry`)
)
COLLATE='latin1_swedish_ci'
ENGINE=InnoDB
ROW_FORMAT=DEFAULT

И сам скрипт на реализацию в ядре
Code
#include "Setup.h"
   

/*

  *  VehiclePower-Ups v3 - Code by Nirual

  *              http://tinyurl.com/cklfzag

  */

   

struct VehiclePowerUp  
struct VehiclePowerUp  
{

         uint32 creature_entry;
         uint32 creature_entry;
         uint32 vehicle_time;
         uint32 vehicle_time;
         uint32 respawn_time;
         uint32 respawn_time;
};
};
   

std::map<uint32, VehiclePowerUp*> m_VehicleStorage;
std::map<uint32, VehiclePowerUp*> m_VehicleStorage;
   

class PowerUpVehicle : public CreatureAIScript
class PowerUpVehicle : public CreatureAIScript
{

public:
public:
         ADD_CREATURE_FACTORY_FUNCTION(PowerUpVehicle);
         ADD_CREATURE_FACTORY_FUNCTION(PowerUpVehicle);
         PowerUpVehicle(Creature* pCreature) : CreatureAIScript(pCreature) {}
         PowerUpVehicle(Creature* pCreature) : CreatureAIScript(pCreature) {}
   

         void OnLastPassengerLeft( Unit *passenger )
         void OnLastPassengerLeft( Unit *passenger )
         {
         {
                 _unit->Despawn(100, 0);
                 _unit->Despawn(100, 0);
         }
         }
};
};
   

class VehicleActivator : public GameObjectAIScript
class VehicleActivator : public GameObjectAIScript
{

public:
public:
         VehicleActivator(GameObject*  goinstance) : GameObjectAIScript(goinstance) {}
         VehicleActivator(GameObject*  goinstance) : GameObjectAIScript(goinstance) {}
         static GameObjectAIScript* Create(GameObject* GO) { return new VehicleActivator(GO); }
         static GameObjectAIScript* Create(GameObject* GO) { return new VehicleActivator(GO); }
   

         void OnCreate()
         void OnCreate()
         {
         {
                 VehiclePowerUp* power_up = m_VehicleStorage[_gameobject->GetEntry()];
                 VehiclePowerUp* power_up = m_VehicleStorage[_gameobject->GetEntry()];
   

                 if(power_up == NULL)
                 if(power_up == NULL)
                 {
                 {
                         sLog.Error("[VehiclePowerUp]", "Gameobject with entry %u should not have that script");
                         sLog.Error("[VehiclePowerUp]", "Gameobject with entry %u should not have that script");
                         return;
                         return;
                 }
                 }
   

                 CreatureEntry = power_up->creature_entry;
                 CreatureEntry = power_up->creature_entry;
                 vehicle_time = power_up->vehicle_time;
                 vehicle_time = power_up->vehicle_time;
                 respawn_time = power_up->respawn_time;
                 respawn_time = power_up->respawn_time;
   

   

                 RegisterAIUpdateEvent(100);
                 RegisterAIUpdateEvent(100);
         }
         }
   

         void AIUpdate()
         void AIUpdate()
         {
         {
                 float d2 = 0;
                 float d2 = 0;
                 float dist = 0;
                 float dist = 0;
                 Player* ret = NULL;
                 Player* ret = NULL;
   

                 for(set<Object*>::iterator itr = _gameobject->GetInRangePlayerSetBegin(); itr != _gameobject->GetInRangePlayerSetEnd(); ++itr)
                 for(set<Object*>::iterator itr = _gameobject->GetInRangePlayerSetBegin(); itr != _gameobject->GetInRangePlayerSetEnd(); ++itr)
                 {
                 {
                         d2 = (TO< Player* >(*itr))->GetDistanceSq(_gameobject);
                         d2 = (TO< Player* >(*itr))->GetDistanceSq(_gameobject);
                         if(!ret || d2 < dist)
                         if(!ret || d2 < dist)
                         {
                         {
                    dist = d2;
                    dist = d2;
                    ret = TO< Player* >(*itr);
                    ret = TO< Player* >(*itr);
                         }
                         }
                 }
                 }
   

                 if(ret == NULL)
                 if(ret == NULL)
                         return;
                         return;
   

                 if(ret->GetCurrentVehicle() != NULL)
                 if(ret->GetCurrentVehicle() != NULL)
                         return;
                         return;
   

                 if(_gameobject->GetDistance2dSq(ret) > 1.5)
                 if(_gameobject->GetDistance2dSq(ret) > 1.5)
                         return;
                         return;
   

                 _gameobject->Despawn(1, respawn_time);
                 _gameobject->Despawn(1, respawn_time);
   

   

                 Creature* pVehicle = ret->GetMapMgr()->CreateCreature(CreatureEntry);
                 Creature* pVehicle = ret->GetMapMgr()->CreateCreature(CreatureEntry);
   

                 pVehicle->Load(CreatureProtoStorage.LookupEntry(CreatureEntry), ret->GetPositionX(), ret->GetPositionY(), ret->GetPositionZ(), ret->GetOrientation());
                 pVehicle->Load(CreatureProtoStorage.LookupEntry(CreatureEntry), ret->GetPositionX(), ret->GetPositionY(), ret->GetPositionZ(), ret->GetOrientation());
                 pVehicle->m_loadedFromDB = true;
                 pVehicle->m_loadedFromDB = true;
                 pVehicle->SetFaction(ret->GetFaction());
                 pVehicle->SetFaction(ret->GetFaction());
                 pVehicle->Phase(PHASE_SET, ret->GetPhase());
                 pVehicle->Phase(PHASE_SET, ret->GetPhase());
                 pVehicle->m_noRespawn = true;
                 pVehicle->m_noRespawn = true;
                 pVehicle->PushToWorld(_gameobject->GetMapMgr());
                 pVehicle->PushToWorld(_gameobject->GetMapMgr());
                  

                 ret->EnterVehicle(pVehicle->GetGUID(), 200);
                 ret->EnterVehicle(pVehicle->GetGUID(), 200);
   

                 pVehicle->Despawn(vehicle_time, 0);
                 pVehicle->Despawn(vehicle_time, 0);
                  

         }
         }
   

          

private:
private:
         uint32 CreatureEntry, respawn_time, vehicle_time;
         uint32 CreatureEntry, respawn_time, vehicle_time;
   

};
};
   

void SetupPowerUps(ScriptMgr* mgr)
void SetupPowerUps(ScriptMgr* mgr)
{

         QueryResult * query = WorldDatabase.Query("SELECT * FROM vehicle_powerup;");
         QueryResult * query = WorldDatabase.Query("SELECT * FROM vehicle_powerup;");
         if(query == NULL)
         if(query == NULL)
                 return;
                 return;
   

         uint32 gameobject_entry, creature_entry;
         uint32 gameobject_entry, creature_entry;
         uint32 i = 0;
         uint32 i = 0;
         do  
         do  
         {
         {
                 gameobject_entry = query->Fetch()[0].GetUInt32();
                 gameobject_entry = query->Fetch()[0].GetUInt32();
                 creature_entry = query->Fetch()[1].GetUInt32();
                 creature_entry = query->Fetch()[1].GetUInt32();
   

                 CreatureProto* pCreatureProto = CreatureProtoStorage.LookupEntry(creature_entry);
                 CreatureProto* pCreatureProto = CreatureProtoStorage.LookupEntry(creature_entry);
                 CreatureInfo* pCreatureInfo = CreatureNameStorage.LookupEntry(creature_entry);
                 CreatureInfo* pCreatureInfo = CreatureNameStorage.LookupEntry(creature_entry);
                  

                 if(GameObjectNameStorage.LookupEntry(gameobject_entry) == NULL)
                 if(GameObjectNameStorage.LookupEntry(gameobject_entry) == NULL)
                         sLog.Error("[VehiclePowerUp]", "Gameobject with entry %u not found.", gameobject_entry );
                         sLog.Error("[VehiclePowerUp]", "Gameobject with entry %u not found.", gameobject_entry );
                 else if(pCreatureProto == NULL || pCreatureInfo == NULL)
                 else if(pCreatureProto == NULL || pCreatureInfo == NULL)
                         sLog.Error("[VehiclePowerUp]", "Creature with entry %u not found (gameobject id: %u).", creature_entry, gameobject_entry );
                         sLog.Error("[VehiclePowerUp]", "Creature with entry %u not found (gameobject id: %u).", creature_entry, gameobject_entry );
                 else if(pCreatureProto->vehicleid == 0)
                 else if(pCreatureProto->vehicleid == 0)
                         sLog.Error("[VehiclePowerUp]", "Creature with entry %u is not a vehicle.", creature_entry );
                         sLog.Error("[VehiclePowerUp]", "Creature with entry %u is not a vehicle.", creature_entry );
                 else
                 else
                 {
                 {
                         VehiclePowerUp* power_up = new VehiclePowerUp;
                         VehiclePowerUp* power_up = new VehiclePowerUp;
                         power_up->creature_entry = creature_entry;
                         power_up->creature_entry = creature_entry;
                         power_up->vehicle_time = query->Fetch()[2].GetUInt32();
                         power_up->vehicle_time = query->Fetch()[2].GetUInt32();
                         power_up->respawn_time = query->Fetch()[3].GetUInt32();
                         power_up->respawn_time = query->Fetch()[3].GetUInt32();
                         m_VehicleStorage[gameobject_entry] = power_up;
                         m_VehicleStorage[gameobject_entry] = power_up;
   

   

                         mgr->register_creature_script(creature_entry, &PowerUpVehicle::Create);
                         mgr->register_creature_script(creature_entry, &PowerUpVehicle::Create);
                         mgr->register_gameobject_script(gameobject_entry, &VehicleActivator::Create);
                         mgr->register_gameobject_script(gameobject_entry, &VehicleActivator::Create);
                         i++;
                         i++;
                 }
                 }
         } while (query->NextRow());
         } while (query->NextRow());
   

         delete query;
         delete query;
         printf("[VehiclePowerUp] Loaded %u gameobject(s). \n", i);
         printf("[VehiclePowerUp] Loaded %u gameobject(s). \n", i);
}


Code
#include "Setup.h"

/*
  *  VehiclePower-Ups v3 - Code by Nirual
  *  http://tinyurl.com/cklfzag
  */

struct VehiclePowerUp  
{
  uint32 creature_entry;
  uint32 vehicle_time;
  uint32 respawn_time;
};

std::map<uint32, VehiclePowerUp*> m_VehicleStorage;

class PowerUpVehicle : public CreatureAIScript
{
public:
  ADD_CREATURE_FACTORY_FUNCTION(PowerUpVehicle);
  PowerUpVehicle(Creature* pCreature) : CreatureAIScript(pCreature) {}

  void OnLastPassengerLeft( Unit *passenger )
  {
   _unit->Despawn(100, 0);
  }
};

class VehicleActivator : public GameObjectAIScript
{
public:
  VehicleActivator(GameObject*  goinstance) : GameObjectAIScript(goinstance) {}
  static GameObjectAIScript* Create(GameObject* GO) { return new VehicleActivator(GO); }

  void OnCreate()
  {
   VehiclePowerUp* power_up = m_VehicleStorage[_gameobject->GetEntry()];

   if(power_up == NULL)
   {
    sLog.Error("[VehiclePowerUp]", "Gameobject with entry %u should not have that script");
    return;
   }

   CreatureEntry = power_up->creature_entry;
   vehicle_time = power_up->vehicle_time;
   respawn_time = power_up->respawn_time;

   RegisterAIUpdateEvent(100);
  }

  void AIUpdate()
  {
   float d2 = 0;
   float dist = 0;
   Player* ret = NULL;

   for(set<Object*>::iterator itr = _gameobject->GetInRangePlayerSetBegin(); itr != _gameobject->GetInRangePlayerSetEnd(); ++itr)
   {
    d2 = (TO< Player* >(*itr))->GetDistanceSq(_gameobject);
    if(!ret || d2 < dist)
    {
     dist = d2;
     ret = TO< Player* >(*itr);
    }
   }

   if(ret == NULL)
    return;

   if(ret->GetCurrentVehicle() != NULL)
    return;

   if(_gameobject->GetDistance2dSq(ret) > 1.5)
    return;

   _gameobject->Despawn(1, respawn_time);

   Creature* pVehicle = ret->GetMapMgr()->CreateCreature(CreatureEntry);

   pVehicle->Load(CreatureProtoStorage.LookupEntry(CreatureEntry), ret->GetPositionX(), ret->GetPositionY(), ret->GetPositionZ(), ret->GetOrientation());
   pVehicle->m_loadedFromDB = true;
   pVehicle->SetFaction(ret->GetFaction());
   pVehicle->Phase(PHASE_SET, ret->GetPhase());
   pVehicle->m_noRespawn = true;
   pVehicle->PushToWorld(_gameobject->GetMapMgr());
    
   ret->EnterVehicle(pVehicle->GetGUID(), 200);

   pVehicle->Despawn(vehicle_time, 0);
    
  }

   
private:
  uint32 CreatureEntry, respawn_time, vehicle_time;

};

void SetupPowerUps(ScriptMgr* mgr)
{
  QueryResult * query = WorldDatabase.Query("SELECT * FROM vehicle_powerup;");
  if(query == NULL)
   return;

  uint32 gameobject_entry, creature_entry;
  uint32 i = 0;
  do  
  {
   gameobject_entry = query->Fetch()[0].GetUInt32();
   creature_entry = query->Fetch()[1].GetUInt32();

   CreatureProto* pCreatureProto = CreatureProtoStorage.LookupEntry(creature_entry);
   CreatureInfo* pCreatureInfo = CreatureNameStorage.LookupEntry(creature_entry);
    
   if(GameObjectNameStorage.LookupEntry(gameobject_entry) == NULL)
    sLog.Error("[VehiclePowerUp]", "Gameobject with entry %u not found.", gameobject_entry );
   else if(pCreatureProto == NULL || pCreatureInfo == NULL)
    sLog.Error("[VehiclePowerUp]", "Creature with entry %u not found (gameobject id: %u).", creature_entry, gameobject_entry );
   else if(pCreatureProto->vehicleid == 0)
    sLog.Error("[VehiclePowerUp]", "Creature with entry %u is not a vehicle.", creature_entry );
   else
   {
    VehiclePowerUp* power_up = new VehiclePowerUp;
    power_up->creature_entry = creature_entry;
    power_up->vehicle_time = query->Fetch()[2].GetUInt32();
    power_up->respawn_time = query->Fetch()[3].GetUInt32();
    m_VehicleStorage[gameobject_entry] = power_up;

    mgr->register_creature_script(creature_entry, &PowerUpVehicle::Create);
    mgr->register_gameobject_script(gameobject_entry, &VehicleActivator::Create);
    i++;
   }
  } while (query->NextRow());

  delete query;
  printf("[VehiclePowerUp] Loaded %u gameobject(s). \n", i);
}
Сообщение # 1 написано 20.02.2012 в 18:58
moJitoice
Капрал
этим "вкусняшкам" уже пара лет темболее есть более лёгкий способ создания нужных вехов через lua не рекомпиля ядро
Сообщение # 2 написано 20.02.2012 в 19:15
Форум » ArcEmu » ArcEmu » Вкусняшки от буржуев)
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