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- #include "ScriptPCH.h"
- #include <cstring>
- #define SET_CURRENCY 0 //0 for gold, 1 for honor, 2 for tokens
- #define TOKEN_ID 0 // token id
- #if SET_CURRENCY == 0
- #define BOUNTY_1 "I would like to place a 20g bounty."
- #define BOUNTY_2 "I would like to place a 40g bounty."
- #define BOUNTY_3 "I would like to place a 100g bounty."
- #define BOUNTY_4 "I would like to place a 200g bounty."
- #define BOUNTY_5 "I would like to place a 300g bounty."
- #define BOUNTY_6 "I would like to place a 400g bounty."
- #define BOUNTY_7 "I would like to place a 500g bounty."
- #define BOUNTY_8 "I would like to place a 700g bounty."
- #endif
- #if SET_CURRENCY == 1
- #define BOUNTY_1 "I would like to place a 20 honor bounty."
- #define BOUNTY_2 "I would like to place a 40 honor bounty."
- #define BOUNTY_3 "I would like to place a 100 honor bounty."
- #define BOUNTY_4 "I would like to place a 200 honor bounty."
- #endif
- #if SET_CURRENCY == 2
- #define BOUNTY_1 "I would like to place a 1 token bounty."
- #define BOUNTY_2 "I would like to place a 3 token bounty."
- #define BOUNTY_3 "I would like to place a 5 token bounty."
- #endif
- #define PLACE_BOUNTY "I would like to place a bounty."
- #define LIST_BOUNTY "List the current bounties."
- #define NVM "Nevermind"
- #define WIPE_BOUNTY "Wipe bounties"
- #if SET_CURRENCY != 2
- //these are just visual prices, if you want to to change the real one, edit the sql further below
- enum BountyPrice
- {
- BOUNTY_PRICE_1 = 20,
- BOUNTY_PRICE_2 = 40,
- BOUNTY_PRICE_3 = 100,
- BOUNTY_PRICE_4 = 200,
- BOUNTY_PRICE_5 = 300,
- BOUNTY_PRICE_6 = 400,
- BOUNTY_PRICE_7 = 500,
- BOUNTY_PRICE_8 = 700,
- };
- #else
- enum BountyPrice
- {
- BOUNTY_PRICE_1 = 1,
- BOUNTY_PRICE_2 = 3,
- BOUNTY_PRICE_3 = 5,
- BOUNTY_PRICE_4 = 10,
- };
- #endif
- bool passChecks(Player * pPlayer, const char * name)
- {
- Player * pBounty = sObjectAccessor->FindPlayerByName(name);
- WorldSession * m_session = pPlayer->GetSession();
- if(!pBounty)
- {
- m_session->SendNotification("The player is offline or doesn't exist!");
- return false;
- }
- QueryResult result = CharacterDatabase.PQuery("SELECT * FROM bounties WHERE guid ='%u'", pBounty->GetGUID());
- if(result)
- {
- m_session->SendNotification("This player already has a bounty on them!");
- return false;
- }
- if(pPlayer->GetGUID() == pBounty->GetGUID())
- {
- m_session->SendNotification("You cannot set a bounty on yourself!");
- return false;
- }
- return true;
- }
- void alertServer(const char * name, int msg)
- {
- std::string message;
- if(msg == 1)
- {
- message = "A bounty has been placed on ";
- message += name;
- message += ". Kill them immediately to collect the reward!";
- }
- else if(msg == 2)
- {
- message = "The bounty on ";
- message += name;
- message += " has been collected!";
- }
- sWorld->SendServerMessage(SERVER_MSG_STRING, message.c_str(), 0);
- }
- bool hasCurrency(Player * pPlayer, uint32 required, int currency)
- {
- WorldSession *m_session = pPlayer->GetSession();
- switch(currency)
- {
- case 0: //gold
- {
- uint32 currentmoney = pPlayer->GetMoney();
- uint32 requiredmoney = (required * 10000);
- if(currentmoney < requiredmoney)
- {
- m_session->SendNotification("You don't have enough gold!");
- return false;
- }
- pPlayer->SetMoney(currentmoney - requiredmoney);
- break;
- }
- case 1: //honor
- {
- uint32 currenthonor = pPlayer->GetHonorPoints();
- if(currenthonor < required)
- {
- m_session->SendNotification("You don't have enough honor!");
- return false;
- }
- pPlayer->SetHonorPoints(currenthonor - required);
- break;
- }
- case 2: //tokens
- {
- if(!pPlayer->HasItemCount(TOKEN_ID, required))
- {
- m_session->SendNotification("You don't have enough tokens!");
- return false;
- }
- pPlayer->DestroyItemCount(TOKEN_ID, required, true, false);
- break;
- }
- }
- return true;
- }
- void flagPlayer(const char * name)
- {
- Player * pBounty = sObjectAccessor->FindPlayerByName(name);
- pBounty->SetPvP(true);
- pBounty->SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
- }
- class BountyHunter : public CreatureScript
- {
- public:
- BountyHunter() : CreatureScript("BountyHunter"){}
- bool OnGossipHello(Player * Player, Creature * Creature)
- {
- Player->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, PLACE_BOUNTY, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
- Player->ADD_GOSSIP_ITEM(GOSSIP_ICON_TALK, LIST_BOUNTY, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
- Player->ADD_GOSSIP_ITEM(GOSSIP_ICON_TALK, NVM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+3);
- if ( Player->isGameMaster() )
- Player->ADD_GOSSIP_ITEM(GOSSIP_ICON_TALK, WIPE_BOUNTY, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+4);
- Player->PlayerTalkClass->SendGossipMenu(907, Creature->GetGUID());
- return true;
- }
- bool OnGossipSelect(Player* pPlayer, Creature* pCreature, uint32 /*uiSender*/, uint32 uiAction)
- {
- pPlayer->PlayerTalkClass->ClearMenus();
- switch(uiAction)
- {
- case GOSSIP_ACTION_INFO_DEF+1:
- {
- pPlayer->ADD_GOSSIP_ITEM_EXTENDED(GOSSIP_ICON_BATTLE, BOUNTY_1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+5, "", 0, true);
- pPlayer->ADD_GOSSIP_ITEM_EXTENDED(GOSSIP_ICON_BATTLE, BOUNTY_2, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+6, "", 0, true);
- pPlayer->ADD_GOSSIP_ITEM_EXTENDED(GOSSIP_ICON_BATTLE, BOUNTY_3, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+7, "", 0, true);
- pPlayer->ADD_GOSSIP_ITEM_EXTENDED(GOSSIP_ICON_BATTLE, BOUNTY_4, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+8, "", 0, true);
- pPlayer->PlayerTalkClass->SendGossipMenu(365, pCreature->GetGUID());
- break;
- }
- case GOSSIP_ACTION_INFO_DEF+2:
- {
- QueryResult Bounties = CharacterDatabase.PQuery("SELECT * FROM bounties");
- if(!Bounties)
- {
- pPlayer->PlayerTalkClass->SendCloseGossip();
- return false;
- }
- #if SET_CURRENCY == 0
- if( Bounties->GetRowCount() > 1)
- {
- pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, "Bounties: ", GOSSIP_SENDER_MAIN, 1);
- do
- {
- Field * fields = Bounties->Fetch();
- std::string option;
- QueryResult name = CharacterDatabase.PQuery("SELECT name FROM characters WHERE guid='%u'", fields[0].GetUInt64());
- Field * names = name->Fetch();
- option = names[0].GetString();
- option +=" ";
- option += fields[1].GetString();
- option += " gold";
- pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, option, GOSSIP_SENDER_MAIN, 1);
- }while(Bounties->NextRow());
- }
- else
- {
- pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, "Bounties: ", GOSSIP_SENDER_MAIN, 1);
- Field * fields = Bounties->Fetch();
- std::string option;
- QueryResult name = CharacterDatabase.PQuery("SELECT name FROM characters WHERE guid='%u'", fields[0].GetUInt64());
- Field * names = name->Fetch();
- option = names[0].GetString();
- option +=" ";
- option += fields[1].GetString();
- option += " gold";
- pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, option, GOSSIP_SENDER_MAIN, 1);
- }
- #endif
- #if SET_CURRENCY == 1
- if( Bounties->GetRowCount() > 1)
- {
- pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, "Bounties: ", GOSSIP_SENDER_MAIN, 1);
- do
- {
- Field * fields = Bounties->Fetch();
- std::string option;
- QueryResult name = CharacterDatabase.PQuery("SELECT name FROM characters WHERE guid='%u'", fields[0].GetUInt64());
- Field * names = name->Fetch();
- option = names[0].GetString();
- option +=" ";
- option += fields[1].GetString();
- option += " honor";
- pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, option, GOSSIP_SENDER_MAIN, 1);
- }while(Bounties->NextRow());
- }
- else
- {
- pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, "Bounties: ", GOSSIP_SENDER_MAIN, 1);
- Field * fields = Bounties->Fetch();
- std::string option;
- QueryResult name = CharacterDatabase.PQuery("SELECT name FROM characters WHERE guid='%u'", fields[0].GetUInt64());
- Field * names = name->Fetch();
- option = names[0].GetString();
- option +=" ";
- option += fields[1].GetString();
- option += " honor";
- pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, option, GOSSIP_SENDER_MAIN, 1);
- }
- #endif
- #if SET_CURRENCY == 2
- if( Bounties->GetRowCount() > 1)
- {
- pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, "Bounties: ", GOSSIP_SENDER_MAIN, 1);
- do
- {
- Field * fields = Bounties->Fetch();
- std::string option;
- QueryResult name = CharacterDatabase.PQuery("SELECT name FROM characters WHERE guid='%u'", fields[0].GetUInt64());
- Field * names = name->Fetch();
- option = names[0].GetString();
- option +=" ";
- option += fields[1].GetString();
- option += " coins";
- pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, option, GOSSIP_SENDER_MAIN, 1);
- }while(Bounties->NextRow());
- }
- else
- {
- pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, "Bounties: ", GOSSIP_SENDER_MAIN, 1);
- Field * fields = Bounties->Fetch();
- std::string option;
- QueryResult name = CharacterDatabase.PQuery("SELECT name FROM characters WHERE guid='%u'", fields[0].GetUInt64());
- Field * names = name->Fetch();
- option = names[0].GetString();
- option +=" ";
- option += fields[1].GetString();
- option += " coins";
- pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, option, GOSSIP_SENDER_MAIN, 1);
- }
- #endif
- pPlayer->PlayerTalkClass->SendGossipMenu(878, pCreature->GetGUID());
- break;
- }
- case GOSSIP_ACTION_INFO_DEF+3:
- {
- pPlayer->PlayerTalkClass->SendCloseGossip();
- break;
- }
- case GOSSIP_ACTION_INFO_DEF+4:
- {
- CharacterDatabase.PExecute("TRUNCATE TABLE bounties");
- pPlayer->PlayerTalkClass->SendCloseGossip();
- break;
- }
- }
- return true;
- }
- bool OnGossipSelectCode(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction, const char * code)
- {
- pPlayer->PlayerTalkClass->ClearMenus();
- if ( uiSender == GOSSIP_SENDER_MAIN )
- {
- if(islower(code[0]))
- toupper(code[0]);
- if(passChecks(pPlayer, code))
- {
- Player * pBounty = sObjectAccessor->FindPlayerByName(code);
- switch (uiAction)
- {
- case GOSSIP_ACTION_INFO_DEF+5:
- {
- if(hasCurrency(pPlayer, BOUNTY_PRICE_1, SET_CURRENCY))
- {
- #if SET_CURRENCY != 2
- CharacterDatabase.PExecute("INSERT INTO bounties VALUES('%u','20', '1')", pBounty->GetGUID());
- #else
- CharacterDatabase.PExecute("INSERT INTO bounties VALUES('%u','1', '1')", pBounty->GetGUID());
- #endif
- alertServer(code, 1);
- flagPlayer(code);
- pPlayer->PlayerTalkClass->SendCloseGossip();
- }
- break;
- }
- case GOSSIP_ACTION_INFO_DEF+6:
- {
- if(hasCurrency(pPlayer, BOUNTY_PRICE_2, SET_CURRENCY))
- {
- #if SET_CURRENCY != 2
- CharacterDatabase.PExecute("INSERT INTO bounties VALUES('%u', '40', '2')", pBounty->GetGUID());
- #else
- CharacterDatabase.PExecute("INSERT INTO bounties VALUES('%u', '3', '2')", pBounty->GetGUID());
- #endif
- alertServer(code, 1);
- flagPlayer(code);
- pPlayer->PlayerTalkClass->SendCloseGossip();
- }
- break;
- }
- case GOSSIP_ACTION_INFO_DEF+7:
- {
- if(hasCurrency(pPlayer, BOUNTY_PRICE_3, SET_CURRENCY))
- {
- #if SET_CURRENCY != 2
- CharacterDatabase.PExecute("INSERT INTO bounties VALUES('%u', '100', '3')", pBounty->GetGUID());
- #else
- CharacterDatabase.PExecute("INSERT INTO bounties VALUES('%u', '5', '3')", pBounty->GetGUID());
- #endif
- alertServer(code, 1);
- flagPlayer(code);
- pPlayer->PlayerTalkClass->SendCloseGossip();
- }
- break;
- }
- case GOSSIP_ACTION_INFO_DEF+8:
- {
- if(hasCurrency(pPlayer, BOUNTY_PRICE_4, SET_CURRENCY))
- {
- #if SET_CURRENCY != 2
- CharacterDatabase.PExecute("INSERT INTO bounties VALUES('%u', '200', '4')", pBounty->GetGUID());
- #else
- CharacterDatabase.PExecute("INSERT INTO bounties VALUES('%u', '10', '3')", pBounty->GetGUID());
- #endif
- alertServer(code, 1);
- flagPlayer(code);
- pPlayer->PlayerTalkClass->SendCloseGossip();
- }
- break;
- }
- }
- }
- else
- pPlayer->PlayerTalkClass->SendCloseGossip();
- }
- return true;
- }
- };
- class BountyKills : public PlayerScript
- {
- public:
- BountyKills() : PlayerScript("BountyKills"){}
- void OnPVPKill(Player * Killer, Player * Bounty)
- {
- if(Killer->GetGUID() == Bounty->GetGUID())
- return;
- QueryResult result = CharacterDatabase.PQuery("SELECT * FROM bounties WHERE guid='%u'", Bounty->GetGUID());
- if(!result)
- return;
- Field * fields = result->Fetch();
- #if SET_CURRENCY == 0
- switch(fields[2].GetUInt64())
- {
- case 1:
- Killer->SetMoney(Killer->GetMoney() + (BOUNTY_PRICE_1 * 10000));
- break;
- case 2:
- Killer->SetMoney(Killer->GetMoney() + (BOUNTY_PRICE_2 * 10000));
- break;
- case 3:
- Killer->SetMoney(Killer->GetMoney() + (BOUNTY_PRICE_3 * 10000));
- break;
- case 4:
- Killer->SetMoney(Killer->GetMoney() + (BOUNTY_PRICE_4 * 10000));
- break;
- case 5:
- Killer->SetMoney(Killer->GetMoney() + (BOUNTY_PRICE_5 * 10000));
- break;
- case 6:
- Killer->SetMoney(Killer->GetMoney() + (BOUNTY_PRICE_6 * 10000));
- break;
- case 7:
- Killer->SetMoney(Killer->GetMoney() + (BOUNTY_PRICE_7 * 10000));
- break;
- case 8:
- Killer->SetMoney(Killer->GetMoney() + (BOUNTY_PRICE_8 * 10000));
- break;
- }
- #endif
- #if SET_CURRENCY == 1
- switch(fields[2].GetUInt64())
- {
- case 1:
- Killer->SetHonorPoints(Killer->GetHonorPoints() + (BOUNTY_PRICE_1));
- break;
- case 2:
- Killer->SetHonorPoints(Killer->GetHonorPoints() + (BOUNTY_PRICE_2));
- break;
- case 3:
- Killer->SetHonorPoints(Killer->GetHonorPoints() + (BOUNTY_PRICE_3));
- break;
- case 4:
- Killer->SetHonorPoints(Killer->GetHonorPoints()) + (BOUNTY_PRICE_4));
- break;
- case 5:
- Killer->SetHonorPoints(Killer->GetHonorPoints()) + (BOUNTY_PRICE_5));
- break;
- case 6:
- Killer->SetHonorPoints(Killer->GetHonorPoints()) + (BOUNTY_PRICE_6));
- break;
- case 7:
- Killer->SetHonorPoints(Killer->GetHonorPoints()) + (BOUNTY_PRICE_7));
- break;
- case 8:
- Killer->SetHonorPoints(Killer->GetHonorPoints()) + (BOUNTY_PRICE_8));
- break;
- }
- #endif
- #if SET_CURRENCY == 2
- switch(fields[2].GetUInt64())
- {
- case 1:
- Killer->AddItem(TOKEN_ID, BOUNTY_PRICE_1);
- break;
- case 2:
- Killer->AddItem(TOKEN_ID, BOUNTY_PRICE_2);
- break;
- case 3:
- Killer->AddItem(TOKEN_ID, BOUNTY_PRICE_3);
- break;
- }
- #endif
- CharacterDatabase.PExecute("DELETE FROM bounties WHERE guid='%u'", Bounty->GetGUID());
- alertServer(Bounty->GetName().c_str(), 2);
- }
- };
- void AddSC_BountyHunter()
- {
- new BountyHunter();
- new BountyKills();
- }
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