/*
* Copyright (C) 2005-2009 MaNGOS
*
* Copyright (C) 2008-2010 Trinity
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "Database/DatabaseEnv.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "Player.h"
#include "Opcodes.h"
#include "ObjectMgr.h"
#include "Guild.h"
#include "Chat.h"
#include "SocialMgr.h"
#include "Util.h"
#include "Language.h"
#include "World.h"
#include "Config/ConfigEnv.h"
Guild::Guild()
{
m_Id = 0;
m_Name = "";
m_LeaderGuid = 0;
GINFO = MOTD = "";
m_EmblemStyle = 0;
m_EmblemColor = 0;
m_BorderStyle = 0;
m_BorderColor = 0;
m_BackgroundColor = 0;
m_CreatedDate = time(0);
m_GuildBankMoney = 0;
m_PurchasedTabs = 0;
m_GuildEventLogNextGuid = 0;
m_GuildBankEventLogNextGuid_Money = 0;
for (uint8 i = 0; i < GUILD_BANK_MAX_TABS; ++i)
m_GuildBankEventLogNextGuid_Item[i] = 0;
}
Guild::~Guild()
{
}
bool Guild::Create(Player* leader, std::string gname)
{
if (objmgr.GetGuildByName(gname))
return false;
WorldSession* lSession = leader->GetSession();
if (!lSession)
return false;
m_LeaderGuid = leader->GetGUID();
m_Name = gname;
GINFO = "";
MOTD = "No message set.";
m_GuildBankMoney = 0;
m_PurchasedTabs = 0;
m_Id = objmgr.GenerateGuildId();
sLog.outDebug("GUILD: creating guild %s to leader: %u", gname.c_str(), GUID_LOPART(m_LeaderGuid));
// gname already assigned to Guild::name, use it to encode string for DB
CharacterDatabase.escape_string(gname);
std::string dbGINFO = GINFO;
std::string dbMOTD = MOTD;
CharacterDatabase.escape_string(dbGINFO);
CharacterDatabase.escape_string(dbMOTD);
CharacterDatabase.BeginTransaction();
// CharacterDatabase.PExecute("DELETE FROM guild WHERE guildid='%u'", Id); - MAX(guildid)+1 not exist
CharacterDatabase.PExecute("DELETE FROM guild_member WHERE guildid='%u'", m_Id);
CharacterDatabase.PExecute("INSERT INTO guild (guildid,name,leaderguid,info,motd,createdate,EmblemStyle,EmblemColor,BorderStyle,BorderColor,BackgroundColor,BankMoney) "
"VALUES('%u','%s','%u', '%s', '%s', UNIX_TIMESTAMP(NOW()),'%u','%u','%u','%u','%u','" UI64FMTD "')",
m_Id, gname.c_str(), GUID_LOPART(m_LeaderGuid), dbGINFO.c_str(), dbMOTD.c_str(), m_EmblemStyle, m_EmblemColor, m_BorderStyle, m_BorderColor, m_BackgroundColor, m_GuildBankMoney);
CharacterDatabase.CommitTransaction();
CreateDefaultGuildRanks(lSession->GetSessionDbLocaleIndex());
return AddMember(m_LeaderGuid, (uint32)GR_GUILDMASTER);
}
void Guild::CreateDefaultGuildRanks(int locale_idx)
{
CharacterDatabase.PExecute("DELETE FROM guild_rank WHERE guildid='%u'", m_Id);
CharacterDatabase.PExecute("DELETE FROM guild_bank_right WHERE guildid = '%u'", m_Id);
CreateRank(objmgr.GetTrinityString(LANG_GUILD_MASTER, locale_idx), GR_RIGHT_ALL);
CreateRank(objmgr.GetTrinityString(LANG_GUILD_OFFICER, locale_idx), GR_RIGHT_ALL);
CreateRank(objmgr.GetTrinityString(LANG_GUILD_VETERAN, locale_idx), GR_RIGHT_GCHATLISTEN | GR_RIGHT_GCHATSPEAK);
CreateRank(objmgr.GetTrinityString(LANG_GUILD_MEMBER, locale_idx), GR_RIGHT_GCHATLISTEN | GR_RIGHT_GCHATSPEAK);
CreateRank(objmgr.GetTrinityString(LANG_GUILD_INITIATE, locale_idx), GR_RIGHT_GCHATLISTEN | GR_RIGHT_GCHATSPEAK);
}
bool Guild::AddMember(uint64 plGuid, uint32 plRank)
{
Player* pl = objmgr.GetPlayer(plGuid);
if (pl)
{
if (pl->GetGuildId() != 0)
return false;
}
else
{
if (Player::GetGuildIdFromDB(plGuid) != 0) // player already in guild
return false;
}
// remove all player signs from another petitions
// this will be prevent attempt joining player to many guilds and corrupt guild data integrity
Player::RemovePetitionsAndSigns(plGuid, 9);
// fill player data
MemberSlot newmember;
if (pl)
{
newmember.Name = pl->GetName();
newmember.ZoneId = pl->GetZoneId();
newmember.Level = pl->getLevel();
newmember.Class = pl->getClass();
}
else
{
QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT name,zone,level,class FROM characters WHERE guid = '%u'", GUID_LOPART(plGuid));
if (!result)
return false; // player doesn't exist
Field *fields = result->Fetch();
newmember.Name = fields[0].GetCppString();
newmember.ZoneId = fields[1].GetUInt32();
newmember.Level = fields[2].GetUInt8();
newmember.Class = fields[3].GetUInt8();
if (newmember.Level < 1 || newmember.Level > STRONG_MAX_LEVEL ||
newmember.Class < CLASS_WARRIOR || newmember.Class >= MAX_CLASSES)
{
sLog.outError("Player (GUID: %u) has a broken data in field `characters` table, cannot add him to guild.",GUID_LOPART(plGuid));
return false;
}
}
newmember.RankId = plRank;
newmember.OFFnote = (std::string)"";
newmember.Pnote = (std::string)"";
newmember.LogoutTime = time(NULL);
newmember.BankResetTimeMoney = 0; // this will force update at first query
for (uint8 i = 0; i < GUILD_BANK_MAX_TABS; ++i)
newmember.BankResetTimeTab[i] = 0;
members[GUID_LOPART(plGuid)] = newmember;
std::string dbPnote = newmember.Pnote;
std::string dbOFFnote = newmember.OFFnote;
CharacterDatabase.escape_string(dbPnote);
CharacterDatabase.escape_string(dbOFFnote);
CharacterDatabase.PExecute("INSERT INTO guild_member (guildid,guid,rank,pnote,offnote) VALUES ('%u', '%u', '%u','%s','%s')",
m_Id, GUID_LOPART(plGuid), newmember.RankId, dbPnote.c_str(), dbOFFnote.c_str());
// If player not in game data in data field will be loaded from guild tables, no need to update it!!
if (pl)
{
pl->SetInGuild(m_Id);
pl->SetRank(newmember.RankId);
pl->SetGuildIdInvited(0);
}
return true;
}
void Guild::SetMOTD(std::string motd)
{
MOTD = motd;
// motd now can be used for encoding to DB
CharacterDatabase.escape_string(motd);
CharacterDatabase.PExecute("UPDATE guild SET motd='%s' WHERE guildid='%u'", motd.c_str(), m_Id);
}
void Guild::SetGINFO(std::string ginfo)
{
GINFO = ginfo;
// ginfo now can be used for encoding to DB
CharacterDatabase.escape_string(ginfo);
CharacterDatabase.PExecute("UPDATE guild SET info='%s' WHERE guildid='%u'", ginfo.c_str(), m_Id);
}
bool Guild::LoadGuildFromDB(QueryResult_AutoPtr guildDataResult)
{
if (!guildDataResult)
return false;
Field *fields = guildDataResult->Fetch();
m_Id = fields[0].GetUInt32();
m_Name = fields[1].GetCppString();
m_LeaderGuid = MAKE_NEW_GUID(fields[2].GetUInt32(), 0, HIGHGUID_PLAYER);
m_EmblemStyle = fields[3].GetUInt32();
m_EmblemColor = fields[4].GetUInt32();
m_BorderStyle = fields[5].GetUInt32();
m_BorderColor = fields[6].GetUInt32();
m_BackgroundColor = fields[7].GetUInt32();
GINFO = fields[8].GetCppString();
MOTD = fields[9].GetCppString();
m_CreatedDate = fields[10].GetUInt64();
m_GuildBankMoney = fields[11].GetUInt64();
m_PurchasedTabs = fields[12].GetUInt32();
if (m_PurchasedTabs > GUILD_BANK_MAX_TABS)
m_PurchasedTabs = GUILD_BANK_MAX_TABS;
return true;
}
bool Guild::CheckGuildStructure()
{
// Repair the structure of guild
// If the guildmaster doesn't exist or isn't the member of guild
// attempt to promote another member
int32 GM_rights = GetRank(GUID_LOPART(m_LeaderGuid));
if (GM_rights == -1)
{
DelMember(m_LeaderGuid);
// check no members case (disbanded)
if (members.empty())
return false;
}
else if (GM_rights != GR_GUILDMASTER)
SetLeader(m_LeaderGuid);
// Check config if multiple guildmasters are allowed
if (sConfig.GetBoolDefault("Guild.AllowMultipleGuildMaster", 0) == 0)
for (MemberList::const_iterator itr = members.begin(); itr != members.end(); ++itr)
if (itr->second.RankId == GR_GUILDMASTER && GUID_LOPART(m_LeaderGuid) != itr->first) // Allow only 1 guildmaster
ChangeRank(itr->first, GR_OFFICER); // set right of member to officer
return true;
}
bool Guild::LoadRanksFromDB(QueryResult_AutoPtr guildRanksResult)
{
if (!guildRanksResult)
{
sLog.outError("Guild %u has broken `guild_rank` data, creating new...",m_Id);
CreateDefaultGuildRanks(0);
return true;
}
Field *fields;
bool broken_ranks = false;
//GUILD RANKS are sequence starting from 0 = GUILD_MASTER (ALL PRIVILEGES) to max 9 (lowest privileges)
//the lower rank id is considered higher rank - so promotion does rank-- and demotion does rank++
//between ranks in sequence cannot be gaps - so 0,1,2,4 cannot be
//min ranks count is 5 and max is 10.
do
{
fields = guildRanksResult->Fetch();
//condition that would be true when all ranks in QueryResult will be processed and guild without ranks is being processed
if (!fields)
break;
uint32 guildId = fields[0].GetUInt32();
if (guildId < m_Id)
{
//there is in table guild_rank record which doesn't have guildid in guild table, report error
sLog.outErrorDb("Guild %u does not exist but it has a record in guild_rank table, deleting it!", guildId);
CharacterDatabase.PExecute("DELETE FROM guild_rank WHERE guildid = '%u'", guildId);
continue;
}
if (guildId > m_Id)
//we loaded all ranks for this guild already, break cycle
break;
uint32 rankID = fields[1].GetUInt32();
std::string rankName = fields[2].GetCppString();
uint32 rankRights = fields[3].GetUInt32();
uint32 rankMoney = fields[4].GetUInt32();
if (rankID != m_Ranks.size()) // guild_rank.ids are sequence 0,1,2,3..
broken_ranks = true;
//first rank is guildmaster, prevent loss leader rights
if (m_Ranks.empty())
rankRights |= GR_RIGHT_ALL;
AddRank(rankName,rankRights,rankMoney);
}while (guildRanksResult->NextRow());
if (m_Ranks.size() < GUILD_RANKS_MIN_COUNT) // if too few ranks, renew them
{
m_Ranks.clear();
sLog.outError("Guild %u has broken `guild_rank` data, creating new...", m_Id);
CreateDefaultGuildRanks(0); // 0 is default locale_idx
broken_ranks = false;
}
// guild_rank have wrong numbered ranks, repair
if (broken_ranks)
{
sLog.outError("Guild %u has broken `guild_rank` data, repairing...", m_Id);
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("DELETE FROM guild_rank WHERE guildid='%u'", m_Id);
for (size_t i = 0; i < m_Ranks.size(); ++i)
{
std::string name = m_Ranks[i].Name;
uint32 rights = m_Ranks[i].Rights;
CharacterDatabase.escape_string(name);
CharacterDatabase.PExecute("INSERT INTO guild_rank (guildid,rid,rname,rights) VALUES ('%u', '%u', '%s', '%u')", m_Id, uint32(i), name.c_str(), rights);
}
CharacterDatabase.CommitTransaction();
}
return true;
}
bool Guild::LoadMembersFromDB(QueryResult_AutoPtr guildMembersResult)
{
if (!guildMembersResult)
return false;
do
{
Field *fields = guildMembersResult->Fetch();
//this condition will be true when all rows in QueryResult are processed and new guild without members is going to be loaded - prevent crash
if (!fields)
break;
uint32 guildId = fields[0].GetUInt32();
if (guildId < m_Id)
{
//there is in table guild_member record which doesn't have guildid in guild table, report error
sLog.outErrorDb("Guild %u does not exist but it has a record in guild_member table, deleting it!", guildId);
CharacterDatabase.PExecute("DELETE FROM guild_member WHERE guildid = '%u'", guildId);
continue;
}
if (guildId > m_Id)
//we loaded all members for this guild already, break cycle
break;
MemberSlot newmember;
uint64 guid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_PLAYER);
newmember.RankId = fields[2].GetUInt32();
//don't allow member to have not existing rank!
if (newmember.RankId >= m_Ranks.size())
newmember.RankId = GetLowestRank();
newmember.Pnote = fields[3].GetCppString();
newmember.OFFnote = fields[4].GetCppString();
newmember.BankResetTimeMoney = fields[5].GetUInt32();
newmember.BankRemMoney = fields[6].GetUInt32();
for (uint8 i = 0; i < GUILD_BANK_MAX_TABS; ++i)
{
newmember.BankResetTimeTab[i] = fields[7+(2*i)].GetUInt32();
newmember.BankRemSlotsTab[i] = fields[8+(2*i)].GetUInt32();
}
newmember.Name = fields[19].GetCppString();
newmember.Level = fields[20].GetUInt8();
newmember.Class = fields[21].GetUInt8();
newmember.ZoneId = fields[22].GetUInt32();
newmember.LogoutTime = fields[23].GetUInt64();
//this code will remove unexisting character guids from guild
if (newmember.Level < 1 || newmember.Level > STRONG_MAX_LEVEL) // can be at broken `data` field
{
sLog.outError("Player (GUID: %u) has a broken data in field `characters`.`data`, deleting him from guild!",GUID_LOPART(guid));
CharacterDatabase.PExecute("DELETE FROM guild_member WHERE guid = '%u'", GUID_LOPART(guid));
continue;
}
if (!newmember.ZoneId)
{
sLog.outError("Player (GUID: %u) has broken zone-data", GUID_LOPART(guid));
// here it will also try the same, to get the zone from characters-table, but additional it tries to find
// the zone through xy coords .. this is a bit redundant, but shouldn't be called often
newmember.ZoneId = Player::GetZoneIdFromDB(guid);
}
if (newmember.Class < CLASS_WARRIOR || newmember.Class >= MAX_CLASSES) // can be at broken `class` field
{
sLog.outError("Player (GUID: %u) has a broken data in field `characters`.`class`, deleting him from guild!",GUID_LOPART(guid));
CharacterDatabase.PExecute("DELETE FROM guild_member WHERE guid = '%u'", GUID_LOPART(guid));
continue;
}
members[GUID_LOPART(guid)] = newmember;
}while (guildMembersResult->NextRow());
if (members.empty())
return false;
return true;
}
void Guild::SetMemberStats(uint64 guid)
{
MemberList::iterator itr = members.find(GUID_LOPART(guid));
if (itr == members.end())
return;
Player *pl = ObjectAccessor::FindPlayer(guid);
if (!pl)
return;
itr->second.Name = pl->GetName();
itr->second.Level = pl->getLevel();
itr->second.Class = pl->getClass();
itr->second.ZoneId = pl->GetZoneId();
}
void Guild::SetLeader(uint64 guid)
{
m_LeaderGuid = guid;
ChangeRank(guid, GR_GUILDMASTER);
CharacterDatabase.PExecute("UPDATE guild SET leaderguid='%u' WHERE guildid='%u'", GUID_LOPART(guid), m_Id);
}
void Guild::DelMember(uint64 guid, bool isDisbanding)
{
//guild master can be deleted when loading guild and guid doesn't exist in characters table
//or when he is removed from guild by gm command
if (m_LeaderGuid == guid && !isDisbanding)
{
MemberSlot* oldLeader = NULL;
MemberSlot* best = NULL;
uint64 newLeaderGUID = 0;
for (Guild::MemberList::iterator i = members.begin(); i != members.end(); ++i)
{
if (i->first == GUID_LOPART(guid))
{
oldLeader = &(i->second);
continue;
}
if (!best || best->RankId > i->second.RankId)
{
best = &(i->second);
newLeaderGUID = i->first;
}
}
if (!best)
{
Disband();
return;
}
SetLeader(newLeaderGUID);
// If player not online data in data field will be loaded from guild tabs no need to update it !!
if (Player *newLeader = objmgr.GetPlayer(newLeaderGUID))
newLeader->SetRank(GR_GUILDMASTER);
// when leader non-exist (at guild load with deleted leader only) not send broadcasts
if (oldLeader)
{
BroadcastEvent(GE_LEADER_CHANGED, 0, 2, oldLeader->Name, best->Name, "");
BroadcastEvent(GE_LEFT, guid, 1, oldLeader->Name, "", "");
}
}
members.erase(GUID_LOPART(guid));
Player *player = objmgr.GetPlayer(guid);
// If player not online data in data field will be loaded from guild tabs no need to update it !!
if (player)
{
player->SetInGuild(0);
player->SetRank(0);
}
CharacterDatabase.PExecute("DELETE FROM guild_member WHERE guid = '%u'", GUID_LOPART(guid));
}
void Guild::ChangeRank(uint64 guid, uint32 newRank)
{
MemberList::iterator itr = members.find(GUID_LOPART(guid));
if (itr != members.end())
itr->second.RankId = newRank;
Player *player = objmgr.GetPlayer(guid);
// If player not online data in data field will be loaded from guild tabs no need to update it !!
if (player)
player->SetRank(newRank);
CharacterDatabase.PExecute("UPDATE guild_member SET rank='%u' WHERE guid='%u'", newRank, GUID_LOPART(guid));
}
void Guild::SetPNOTE(uint64 guid,std::string pnote)
{
MemberList::iterator itr = members.find(GUID_LOPART(guid));
if (itr == members.end())
return;
itr->second.Pnote = pnote;
// pnote now can be used for encoding to DB
CharacterDatabase.escape_string(pnote);
CharacterDatabase.PExecute("UPDATE guild_member SET pnote = '%s' WHERE guid = '%u'", pnote.c_str(), itr->first);
}
void Guild::SetOFFNOTE(uint64 guid,std::string offnote)
{
MemberList::iterator itr = members.find(GUID_LOPART(guid));
if (itr == members.end())
return;
itr->second.OFFnote = offnote;
// offnote now can be used for encoding to DB
CharacterDatabase.escape_string(offnote);
CharacterDatabase.PExecute("UPDATE guild_member SET offnote = '%s' WHERE guid = '%u'", offnote.c_str(), itr->first);
}
void Guild::BroadcastToGuild(WorldSession *session, const std::string& msg, uint32 language)
{
if (session && session->GetPlayer() && HasRankRight(session->GetPlayer()->GetRank(),GR_RIGHT_GCHATSPEAK))
{
WorldPacket data;
ChatHandler(session).FillMessageData(&data, CHAT_MSG_GUILD, language, 0, msg.c_str());
for (MemberList::const_iterator itr = members.begin(); itr != members.end(); ++itr)
{
Player *pl = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(itr->first, 0, HIGHGUID_PLAYER));
if (pl && pl->GetSession() && HasRankRight(pl->GetRank(),GR_RIGHT_GCHATLISTEN) && !pl->GetSocial()->HasIgnore(session->GetPlayer()->GetGUIDLow()))
pl->GetSession()->SendPacket(&data);
}
}
}
void Guild::BroadcastToOfficers(WorldSession *session, const std::string& msg, uint32 language)
{
if (session && session->GetPlayer() && HasRankRight(session->GetPlayer()->GetRank(), GR_RIGHT_OFFCHATSPEAK))
{
for (MemberList::const_iterator itr = members.begin(); itr != members.end(); ++itr)
{
WorldPacket data;
ChatHandler::FillMessageData(&data, session, CHAT_MSG_OFFICER, language, NULL, 0, msg.c_str(), NULL);
Player *pl = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(itr->first, 0, HIGHGUID_PLAYER));
if (pl && pl->GetSession() && HasRankRight(pl->GetRank(),GR_RIGHT_OFFCHATLISTEN) && !pl->GetSocial()->HasIgnore(session->GetPlayer()->GetGUIDLow()))
pl->GetSession()->SendPacket(&data);
}
}
}
void Guild::BroadcastPacket(WorldPacket *packet)
{
for (MemberList::const_iterator itr = members.begin(); itr != members.end(); ++itr)
{
Player *player = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(itr->first, 0, HIGHGUID_PLAYER));
if (player)
player->GetSession()->SendPacket(packet);
}
}
void Guild::BroadcastPacketToRank(WorldPacket *packet, uint32 rankId)
{
for (MemberList::const_iterator itr = members.begin(); itr != members.end(); ++itr)
{
if (itr->second.RankId == rankId)
{
Player *player = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(itr->first, 0, HIGHGUID_PLAYER));
if (player)
player->GetSession()->SendPacket(packet);
}
}
}
void Guild::CreateRank(std::string name_,uint32 rights)
{
if (m_Ranks.size() >= GUILD_RANKS_MAX_COUNT)
return;
// ranks are sequence 0,1,2,... where 0 means guildmaster
uint32 new_rank_id = m_Ranks.size();
AddRank(name_, rights, 0);
//existing records in db should be deleted before calling this procedure and m_PurchasedTabs must be loaded already
for (uint32 i = 0; i < m_PurchasedTabs; ++i)
{
//create bank rights with 0
CharacterDatabase.PExecute("INSERT INTO guild_bank_right (guildid,TabId,rid) VALUES ('%u','%u','%u')", m_Id, i, new_rank_id);
}
// name now can be used for encoding to DB
CharacterDatabase.escape_string(name_);
CharacterDatabase.PExecute("INSERT INTO guild_rank (guildid,rid,rname,rights) VALUES ('%u', '%u', '%s', '%u')", m_Id, new_rank_id, name_.c_str(), rights);
}
void Guild::AddRank(const std::string& name_,uint32 rights, uint32 money)
{
m_Ranks.push_back(RankInfo(name_,rights,money));
}
void Guild::DelRank()
{
// client won't allow to have less than GUILD_RANKS_MIN_COUNT ranks in guild
if (m_Ranks.size() <= GUILD_RANKS_MIN_COUNT)
return;
// delete lowest guild_rank
uint32 rank = GetLowestRank();
CharacterDatabase.PExecute("DELETE FROM guild_rank WHERE rid >= '%u' AND guildid='%u'", rank, m_Id);
m_Ranks.pop_back();
}
std::string Guild::GetRankName(uint32 rankId)
{
if (rankId >= m_Ranks.size())
return "";
return m_Ranks[rankId].Name;
}
uint32 Guild::GetRankRights(uint32 rankId)
{
if (rankId >= m_Ranks.size())
return 0;
return m_Ranks[rankId].Rights;
}
void Guild::SetRankName(uint32 rankId, std::string name_)
{
if (rankId >= m_Ranks.size())
return;
m_Ranks[rankId].Name = name_;
// name now can be used for encoding to DB
CharacterDatabase.escape_string(name_);
CharacterDatabase.PExecute("UPDATE guild_rank SET rname='%s' WHERE rid='%u' AND guildid='%u'", name_.c_str(), rankId, m_Id);
}
void Guild::SetRankRights(uint32 rankId, uint32 rights)
{
if (rankId >= m_Ranks.size())
return;
m_Ranks[rankId].Rights = rights;
CharacterDatabase.PExecute("UPDATE guild_rank SET rights='%u' WHERE rid='%u' AND guildid='%u'", rights, rankId, m_Id);
}
int32 Guild::GetRank(uint32 LowGuid)
{
MemberList::const_iterator itr = members.find(LowGuid);
if (itr == members.end())
return -1;
return itr->second.RankId;
}
void Guild::Disband()
{
BroadcastEvent(GE_DISBANDED, 0, 0, "", "", "");
while (!members.empty())
{
MemberList::const_iterator itr = members.begin();
DelMember(MAKE_NEW_GUID(itr->first, 0, HIGHGUID_PLAYER), true);
}
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("DELETE FROM guild WHERE guildid = '%u'", m_Id);
CharacterDatabase.PExecute("DELETE FROM guild_rank WHERE guildid = '%u'", m_Id);
CharacterDatabase.PExecute("DELETE FROM guild_bank_tab WHERE guildid = '%u'", m_Id);
// TODO item_instance should be deleted ?
CharacterDatabase.PExecute("DELETE FROM guild_bank_item WHERE guildid = '%u'", m_Id);
CharacterDatabase.PExecute("DELETE FROM guild_bank_right WHERE guildid = '%u'", m_Id);
CharacterDatabase.PExecute("DELETE FROM guild_bank_eventlog WHERE guildid = '%u'", m_Id);
CharacterDatabase.PExecute("DELETE FROM guild_eventlog WHERE guildid = '%u'", m_Id);
CharacterDatabase.CommitTransaction();
objmgr.RemoveGuild(m_Id);
}
void Guild::Roster(WorldSession *session /*= NULL*/)
{
// we can only guess size
WorldPacket data(SMSG_GUILD_ROSTER, (4+MOTD.length()+1+GINFO.length()+1+4+m_Ranks.size()*(4+4+GUILD_BANK_MAX_TABS*(4+4))+members.size()*50));
data << (uint32)members.size();
data << MOTD;
data << GINFO;
data << (uint32)m_Ranks.size();
for (RankList::const_iterator ritr = m_Ranks.begin(); ritr != m_Ranks.end(); ++ritr)
{
data << uint32(ritr->Rights);
data << uint32(ritr->BankMoneyPerDay); // count of: withdraw gold(gold/day) Note: in game set gold, in packet set bronze.
for (int i = 0; i < GUILD_BANK_MAX_TABS; ++i)
{
data << uint32(ritr->TabRight[i]); // for TAB_i rights: view tabs = 0x01, deposit items =0x02
data << uint32(ritr->TabSlotPerDay[i]); // for TAB_i count of: withdraw items(stack/day)
}
}
for (MemberList::const_iterator itr = members.begin(); itr != members.end(); ++itr)
{
if (Player *pl = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(itr->first, 0, HIGHGUID_PLAYER)))
{
data << uint64(pl->GetGUID());
data << uint8(1);
data << pl->GetName();
data << uint32(itr->second.RankId);
data << uint8(pl->getLevel());
data << uint8(pl->getClass());
data << uint8(0); // new 2.4.0
data << uint32(pl->GetZoneId());
data << itr->second.Pnote;
data << itr->second.OFFnote;
}
else
{
data << uint64(MAKE_NEW_GUID(itr->first, 0, HIGHGUID_PLAYER));
data << uint8(0);
data << itr->second.Name;
data << uint32(itr->second.RankId);
data << uint8(itr->second.Level);
data << uint8(itr->second.Class);
data << uint8(0); // new 2.4.0
data << uint32(itr->second.ZoneId);
data << float(float(time(NULL)-itr->second.LogoutTime) / DAY);
data << itr->second.Pnote;
data << itr->second.OFFnote;
}
}
if (session)
session->SendPacket(&data);
else
BroadcastPacket(&data);
sLog.outDebug("WORLD: Sent (SMSG_GUILD_ROSTER)");
}
void Guild::Query(WorldSession *session)
{
WorldPacket data(SMSG_GUILD_QUERY_RESPONSE, (8*32+200));// we can only guess size
data << uint32(m_Id);
data << m_Name;
for (size_t i = 0 ; i < GUILD_RANKS_MAX_COUNT; ++i) // show always 10 ranks
{
if (i < m_Ranks.size())
data << m_Ranks[i].Name;
else
data << (uint8)0; // null string
}
data << uint32(m_EmblemStyle);
data << uint32(m_EmblemColor);
data << uint32(m_BorderStyle);
data << uint32(m_BorderColor);
data << uint32(m_BackgroundColor);
data << uint32(0); // something new in WotLK
session->SendPacket(&data);
sLog.outDebug("WORLD: Sent (SMSG_GUILD_QUERY_RESPONSE)");
}
void Guild::SetEmblem(uint32 emblemStyle, uint32 emblemColor, uint32 borderStyle, uint32 borderColor, uint32 backgroundColor)
{
m_EmblemStyle = emblemStyle;
m_EmblemColor = emblemColor;
m_BorderStyle = borderStyle;
m_BorderColor = borderColor;
m_BackgroundColor = backgroundColor;
CharacterDatabase.PExecute("UPDATE guild SET EmblemStyle=%u, EmblemColor=%u, BorderStyle=%u, BorderColor=%u, BackgroundColor=%u WHERE guildid = %u", m_EmblemStyle, m_EmblemColor, m_BorderStyle, m_BorderColor, m_BackgroundColor, m_Id);
}
void Guild::UpdateLogoutTime(uint64 guid)
{
MemberList::iterator itr = members.find(GUID_LOPART(guid));
if (itr == members.end())
return;
itr->second.LogoutTime = time(NULL);
}
// *************************************************
// Guild Eventlog part
// *************************************************
// Display guild eventlog
void Guild::DisplayGuildEventLog(WorldSession *session)
{
// Sending result
WorldPacket data(MSG_GUILD_EVENT_LOG_QUERY, 0);
// count, max count == 100
data << uint8(m_GuildEventLog.size());
for (GuildEventLog::const_iterator itr = m_GuildEventLog.begin(); itr != m_GuildEventLog.end(); ++itr)
{
// Event type
data << uint8(itr->EventType);
// Player 1
data << uint64(itr->PlayerGuid1);
// Player 2 not for left/join guild events
if (itr->EventType != GUILD_EVENT_LOG_JOIN_GUILD && itr->EventType != GUILD_EVENT_LOG_LEAVE_GUILD)
data << uint64(itr->PlayerGuid2);
// New Rank - only for promote/demote guild events
if (itr->EventType == GUILD_EVENT_LOG_PROMOTE_PLAYER || itr->EventType == GUILD_EVENT_LOG_DEMOTE_PLAYER)
data << uint8(itr->NewRank);
// Event timestamp
data << uint32(time(NULL)-itr->TimeStamp);
}
session->SendPacket(&data);
sLog.outDebug("WORLD: Sent (MSG_GUILD_EVENT_LOG_QUERY)");
}
// Load guild eventlog from DB
void Guild::LoadGuildEventLogFromDB()
{
// 0 1 2 3 4 5
QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT LogGuid, EventType, PlayerGuid1, PlayerGuid2, NewRank, TimeStamp FROM guild_eventlog WHERE guildid=%u ORDER BY TimeStamp DESC,LogGuid DESC LIMIT %u", m_Id, GUILD_EVENTLOG_MAX_RECORDS);
if (!result)
return;
bool isNextLogGuidSet = false;
//uint32 configCount = sWorld.getConfig(CONFIG_GUILD_EVENT_LOG_COUNT);
// First event in list will be the oldest and the latest event is last event in list
do
{
Field *fields = result->Fetch();
if (!isNextLogGuidSet)
{
m_GuildEventLogNextGuid = fields[0].GetUInt32();
isNextLogGuidSet = true;
}
// Fill entry
GuildEventLogEntry NewEvent;
NewEvent.EventType = fields[1].GetUInt8();
NewEvent.PlayerGuid1 = fields[2].GetUInt32();
NewEvent.PlayerGuid2 = fields[3].GetUInt32();
NewEvent.NewRank = fields[4].GetUInt8();
NewEvent.TimeStamp = fields[5].GetUInt64();
// There can be a problem if more events have same TimeStamp the ORDER can be broken when fields[0].GetUInt32() == configCount, but
// events with same timestamp can appear when there is lag, and we naivly suppose that mangos isn't laggy
// but if problem appears, player will see set of guild events that have same timestamp in bad order
// Add entry to list
m_GuildEventLog.push_front(NewEvent);
} while (result->NextRow());
}
// Add entry to guild eventlog
void Guild::LogGuildEvent(uint8 EventType, uint32 PlayerGuid1, uint32 PlayerGuid2, uint8 NewRank)
{
GuildEventLogEntry NewEvent;
// Create event
NewEvent.EventType = EventType;
NewEvent.PlayerGuid1 = PlayerGuid1;
NewEvent.PlayerGuid2 = PlayerGuid2;
NewEvent.NewRank = NewRank;
NewEvent.TimeStamp = uint32(time(NULL));
// Count new LogGuid
m_GuildEventLogNextGuid = (m_GuildEventLogNextGuid + 1) % sWorld.getConfig(CONFIG_GUILD_EVENT_LOG_COUNT);
// Check max records limit
if (m_GuildEventLog.size() >= GUILD_EVENTLOG_MAX_RECORDS)
m_GuildEventLog.pop_front();
// Add event to list
m_GuildEventLog.push_back(NewEvent);
// Save event to DB
CharacterDatabase.PExecute("DELETE FROM guild_eventlog WHERE guildid='%u' AND LogGuid='%u'", m_Id, m_GuildEventLogNextGuid);
CharacterDatabase.PExecute("INSERT INTO guild_eventlog (guildid, LogGuid, EventType, PlayerGuid1, PlayerGuid2, NewRank, TimeStamp) VALUES ('%u','%u','%u','%u','%u','%u','" UI64FMTD "')",
m_Id, m_GuildEventLogNextGuid, uint32(NewEvent.EventType), NewEvent.PlayerGuid1, NewEvent.PlayerGuid2, uint32(NewEvent.NewRank), NewEvent.TimeStamp);
}
// *************************************************
// Guild Bank part
// *************************************************
// Bank content related
void Guild::DisplayGuildBankContent(WorldSession *session, uint8 TabId)
{
GuildBankTab const* tab = m_TabListMap[TabId];
if (!IsMemberHaveRights(session->GetPlayer()->GetGUIDLow(), TabId, GUILD_BANK_RIGHT_VIEW_TAB))
return;
WorldPacket data(SMSG_GUILD_BANK_LIST, 1200);
data << uint64(GetGuildBankMoney());
data << uint8(TabId);
data << uint32(GetMemberSlotWithdrawRem(session->GetPlayer()->GetGUIDLow(), TabId)); // remaining slots for today
data << uint8(0); // Tell client that there's no tab info in this packet
data << uint8(GUILD_BANK_MAX_SLOTS);
for (uint8 i=0; i < GUILD_BANK_MAX_SLOTS; ++i)
AppendDisplayGuildBankSlot(data, tab, i);
session->SendPacket(&data);
sLog.outDebug("WORLD: Sent (SMSG_GUILD_BANK_LIST)");
}
void Guild::DisplayGuildBankContentUpdate(uint8 TabId, int32 slot1, int32 slot2)
{
GuildBankTab const* tab = m_TabListMap[TabId];
WorldPacket data(SMSG_GUILD_BANK_LIST, 1200);
data << uint64(GetGuildBankMoney());
data << uint8(TabId);
size_t rempos = data.wpos();
data << uint32(0); // item withdraw amount, will be filled later
data << uint8(0); // Tell client that there's no tab info in this packet
if (slot2 == -1) // single item in slot1
{
data << uint8(1); // item count
AppendDisplayGuildBankSlot(data, tab, slot1);
}
else // 2 items (in slot1 and slot2)
{
data << uint8(2); // item count
if (slot1 > slot2)
std::swap(slot1,slot2);
AppendDisplayGuildBankSlot(data, tab, slot1);
AppendDisplayGuildBankSlot(data, tab, slot2);
}
for (MemberList::const_iterator itr = members.begin(); itr != members.end(); ++itr)
{
Player *player = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(itr->first, 0, HIGHGUID_PLAYER));
if (!player)
continue;
if (!IsMemberHaveRights(itr->first,TabId,GUILD_BANK_RIGHT_VIEW_TAB))
continue;
data.put(rempos,uint32(GetMemberSlotWithdrawRem(player->GetGUIDLow(), TabId)));
player->GetSession()->SendPacket(&data);
}
sLog.outDebug("WORLD: Sent (SMSG_GUILD_BANK_LIST)");
}
void Guild::DisplayGuildBankContentUpdate(uint8 TabId, GuildItemPosCountVec const& slots)
{
GuildBankTab const* tab = m_TabListMap[TabId];
WorldPacket data(SMSG_GUILD_BANK_LIST, 1200);
data << uint64(GetGuildBankMoney());
data << uint8(TabId);
size_t rempos = data.wpos();
data << uint32(0); // item withdraw amount, will be filled later
data << uint8(0); // Tell client that there's no tab info in this packet
data << uint8(slots.size()); // updates count
for (GuildItemPosCountVec::const_iterator itr = slots.begin(); itr != slots.end(); ++itr)
AppendDisplayGuildBankSlot(data, tab, itr->Slot);
for (MemberList::const_iterator itr = members.begin(); itr != members.end(); ++itr)
{
Player *player = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(itr->first, 0, HIGHGUID_PLAYER));
if (!player)
continue;
if (!IsMemberHaveRights(itr->first,TabId,GUILD_BANK_RIGHT_VIEW_TAB))
continue;
data.put(rempos,uint32(GetMemberSlotWithdrawRem(player->GetGUIDLow(), TabId)));
player->GetSession()->SendPacket(&data);
}
sLog.outDebug("WORLD: Sent (SMSG_GUILD_BANK_LIST)");
}
Item* Guild::GetItem(uint8 TabId, uint8 SlotId)
{
if (TabId >= m_TabListMap.size() || SlotId >= GUILD_BANK_MAX_SLOTS)
return NULL;
return m_TabListMap[TabId]->Slots[SlotId];
}
// *************************************************
// Tab related
void Guild::DisplayGuildBankTabsInfo(WorldSession *session)
{
WorldPacket data(SMSG_GUILD_BANK_LIST, 500);
data << uint64(GetGuildBankMoney());
data << uint8(0); // TabInfo packet must be for TabId 0
data << uint32(GetMemberSlotWithdrawRem(session->GetPlayer()->GetGUIDLow(), 0));
data << uint8(1); // Tell client that this packet includes tab info
data << uint8(m_PurchasedTabs); // here is the number of tabs
for (uint8 i = 0; i < m_PurchasedTabs; ++i)
{
data << m_TabListMap[i]->Name.c_str();
data << m_TabListMap[i]->Icon.c_str();
}
data << uint8(0); // Do not send tab content
session->SendPacket(&data);
sLog.outDebug("WORLD: Sent (SMSG_GUILD_BANK_LIST)");
}
void Guild::DisplayGuildBankMoneyUpdate(WorldSession *session)
{
WorldPacket data(SMSG_GUILD_BANK_LIST, 8+1+4+1+1);
data << uint64(GetGuildBankMoney());
data << uint8(0); // TabId, default 0
data << uint32(GetMemberSlotWithdrawRem(session->GetPlayer()->GetGUIDLow(), 0));
data << uint8(0); // Tell that there's no tab info in this packet
data << uint8(0); // not send items
BroadcastPacket(&data);
sLog.outDebug("WORLD: Sent (SMSG_GUILD_BANK_LIST)");
}
void Guild::CreateNewBankTab()
{
if (m_PurchasedTabs >= GUILD_BANK_MAX_TABS)
return;
++m_PurchasedTabs;
GuildBankTab* AnotherTab = new GuildBankTab;
memset(AnotherTab->Slots, 0, GUILD_BANK_MAX_SLOTS * sizeof(Item*));
m_TabListMap.resize(m_PurchasedTabs);
m_TabListMap[m_PurchasedTabs-1] = AnotherTab;
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("DELETE FROM guild_bank_tab WHERE guildid='%u' AND TabId='%u'", m_Id, uint32(m_PurchasedTabs-1));
CharacterDatabase.PExecute("INSERT INTO guild_bank_tab (guildid,TabId) VALUES ('%u','%u')", m_Id, uint32(m_PurchasedTabs-1));
CharacterDatabase.CommitTransaction();
}
void Guild::SetGuildBankTabInfo(uint8 TabId, std::string Name, std::string Icon)
{
if (m_TabListMap[TabId]->Name == Name && m_TabListMap[TabId]->Icon == Icon)
return;
m_TabListMap[TabId]->Name = Name;
m_TabListMap[TabId]->Icon = Icon;
CharacterDatabase.escape_string(Name);
CharacterDatabase.escape_string(Icon);
CharacterDatabase.PExecute("UPDATE guild_bank_tab SET TabName='%s',TabIcon='%s' WHERE guildid='%u' AND TabId='%u'", Name.c_str(), Icon.c_str(), m_Id, uint32(TabId));
}
uint32 Guild::GetBankRights(uint32 rankId, uint8 TabId) const
{
if (rankId >= m_Ranks.size() || TabId >= GUILD_BANK_MAX_TABS)
return 0;
return m_Ranks[rankId].TabRight[TabId];
}
// *************************************************
// Guild bank loading related
// This load should be called on startup only
void Guild::LoadGuildBankFromDB()
{
// 0 1 2 3
QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT TabId, TabName, TabIcon, TabText FROM guild_bank_tab WHERE guildid='%u' ORDER BY TabId", m_Id);
if (!result)
{
m_PurchasedTabs = 0;
return;
}
m_TabListMap.resize(m_PurchasedTabs);
do
{
Field *fields = result->Fetch();
uint8 TabId = fields[0].GetUInt8();
GuildBankTab *NewTab = new GuildBankTab;
memset(NewTab->Slots, 0, GUILD_BANK_MAX_SLOTS * sizeof(Item*));
NewTab->Name = fields[1].GetCppString();
NewTab->Icon = fields[2].GetCppString();
NewTab->Text = fields[3].GetCppString();
m_TabListMap[TabId] = NewTab;
} while (result->NextRow());
// data needs to be at first place for Item::LoadFromDB
// 0 1 2 3 4
result = CharacterDatabase.PQuery("SELECT data, TabId, SlotId, item_guid, item_entry FROM guild_bank_item JOIN item_instance ON item_guid = guid WHERE guildid='%u' ORDER BY TabId", m_Id);
if (!result)
return;
do
{
Field *fields = result->Fetch();
uint8 TabId = fields[1].GetUInt8();
uint8 SlotId = fields[2].GetUInt8();
uint32 ItemGuid = fields[3].GetUInt32();
uint32 ItemEntry = fields[4].GetUInt32();
if (TabId >= m_PurchasedTabs || TabId >= GUILD_BANK_MAX_TABS)
{
sLog.outError("Guild::LoadGuildBankFromDB: Invalid tab for item (GUID: %u id: #%u) in guild bank, skipped.", ItemGuid,ItemEntry);
continue;
}
if (SlotId >= GUILD_BANK_MAX_SLOTS)
{
sLog.outError("Guild::LoadGuildBankFromDB: Invalid slot for item (GUID: %u id: #%u) in guild bank, skipped.", ItemGuid,ItemEntry);
continue;
}
ItemPrototype const *proto = objmgr.GetItemPrototype(ItemEntry);
if (!proto)
{
sLog.outError("Guild::LoadGuildBankFromDB: Unknown item (GUID: %u id: #%u) in guild bank, skipped.", ItemGuid,ItemEntry);
continue;
}
Item *pItem = NewItemOrBag(proto);
if (!pItem->LoadFromDB(ItemGuid, 0, result))
{
CharacterDatabase.PExecute("DELETE FROM guild_bank_item WHERE guildid='%u' AND TabId='%u' AND SlotId='%u'", m_Id, uint32(TabId), uint32(SlotId));
sLog.outError("Item GUID %u not found in item_instance, deleting from Guild Bank!", ItemGuid);
delete pItem;
continue;
}
pItem->AddToWorld();
m_TabListMap[TabId]->Slots[SlotId] = pItem;
}while (result->NextRow());
}
// *************************************************
// Money deposit/withdraw related
void Guild::SendMoneyInfo(WorldSession *session, uint32 LowGuid)
{
WorldPacket data(MSG_GUILD_BANK_MONEY_WITHDRAWN, 4);
data << uint32(GetMemberMoneyWithdrawRem(LowGuid));
session->SendPacket(&data);
sLog.outDebug("WORLD: Sent MSG_GUILD_BANK_MONEY_WITHDRAWN");
}
bool Guild::MemberMoneyWithdraw(uint32 amount, uint32 LowGuid)
{
uint32 MoneyWithDrawRight = GetMemberMoneyWithdrawRem(LowGuid);
if (MoneyWithDrawRight < amount || GetGuildBankMoney() < amount)
return false;
SetBankMoney(GetGuildBankMoney()-amount);
if (MoneyWithDrawRight < WITHDRAW_MONEY_UNLIMITED)
{
MemberList::iterator itr = members.find(LowGuid);
if (itr == members.end())
return false;
itr->second.BankRemMoney -= amount;
CharacterDatabase.PExecute("UPDATE guild_member SET BankRemMoney='%u' WHERE guildid='%u' AND guid='%u'",
itr->second.BankRemMoney, m_Id, LowGuid);
}
return true;
}
void Guild::SetBankMoney(int64 money)
{
if (money < 0) // I don't know how this happens, it does!!
money = 0;
m_GuildBankMoney = money;
CharacterDatabase.PExecute("UPDATE guild SET BankMoney='" UI64FMTD "' WHERE guildid='%u'", money, m_Id);
}
// *************************************************
// Item per day and money per day related
bool Guild::MemberItemWithdraw(uint8 TabId, uint32 LowGuid)
{
uint32 SlotsWithDrawRight = GetMemberSlotWithdrawRem(LowGuid, TabId);
if (SlotsWithDrawRight == 0)
return false;
if (SlotsWithDrawRight < WITHDRAW_SLOT_UNLIMITED)
{
MemberList::iterator itr = members.find(LowGuid);
if (itr == members.end())
return false;
--itr->second.BankRemSlotsTab[TabId];
CharacterDatabase.PExecute("UPDATE guild_member SET BankRemSlotsTab%u='%u' WHERE guildid='%u' AND guid='%u'",
uint32(TabId), itr->second.BankRemSlotsTab[TabId], m_Id, LowGuid);
}
return true;
}
bool Guild::IsMemberHaveRights(uint32 LowGuid, uint8 TabId, uint32 rights) const
{
MemberList::const_iterator itr = members.find(LowGuid);
if (itr == members.end())
return false;
if (itr->second.RankId == GR_GUILDMASTER)
return true;
return (GetBankRights(itr->second.RankId,TabId) & rights) == rights;
}
uint32 Guild::GetMemberSlotWithdrawRem(uint32 LowGuid, uint8 TabId)
{
MemberList::iterator itr = members.find(LowGuid);
if (itr == members.end())
return 0;
if (itr->second.RankId == GR_GUILDMASTER)
return WITHDRAW_SLOT_UNLIMITED;
if ((GetBankRights(itr->second.RankId,TabId) & GUILD_BANK_RIGHT_VIEW_TAB) != GUILD_BANK_RIGHT_VIEW_TAB)
return 0;
uint32 curTime = uint32(time(NULL)/MINUTE);
if (curTime - itr->second.BankResetTimeTab[TabId] >= 24*HOUR/MINUTE)
{
itr->second.BankResetTimeTab[TabId] = curTime;
itr->second.BankRemSlotsTab[TabId] = GetBankSlotPerDay(itr->second.RankId, TabId);
CharacterDatabase.PExecute("UPDATE guild_member SET BankResetTimeTab%u='%u', BankRemSlotsTab%u='%u' WHERE guildid='%u' AND guid='%u'",
uint32(TabId), itr->second.BankResetTimeTab[TabId], uint32(TabId), itr->second.BankRemSlotsTab[TabId], m_Id, LowGuid);
}
return itr->second.BankRemSlotsTab[TabId];
}
uint32 Guild::GetMemberMoneyWithdrawRem(uint32 LowGuid)
{
MemberList::iterator itr = members.find(LowGuid);
if (itr == members.end())
return 0;
if (itr->second.RankId == GR_GUILDMASTER)
return WITHDRAW_MONEY_UNLIMITED;
uint32 curTime = uint32(time(NULL)/MINUTE); // minutes
// 24 hours
if (curTime > itr->second.BankResetTimeMoney + 24*HOUR/MINUTE)
{
itr->second.BankResetTimeMoney = curTime;
itr->second.BankRemMoney = GetBankMoneyPerDay(itr->second.RankId);
CharacterDatabase.PExecute("UPDATE guild_member SET BankResetTimeMoney='%u', BankRemMoney='%u' WHERE guildid='%u' AND guid='%u'",
itr->second.BankResetTimeMoney, itr->second.BankRemMoney, m_Id, LowGuid);
}
return itr->second.BankRemMoney;
}
void Guild::SetBankMoneyPerDay(uint32 rankId, uint32 money)
{
if (rankId >= m_Ranks.size())
return;
if (rankId == GR_GUILDMASTER)
money = WITHDRAW_MONEY_UNLIMITED;
m_Ranks[rankId].BankMoneyPerDay = money;
for (MemberList::iterator itr = members.begin(); itr != members.end(); ++itr)
if (itr->second.RankId == rankId)
itr->second.BankResetTimeMoney = 0;
CharacterDatabase.PExecute("UPDATE guild_rank SET BankMoneyPerDay='%u' WHERE rid='%u' AND guildid='%u'", money, rankId, m_Id);
CharacterDatabase.PExecute("UPDATE guild_member SET BankResetTimeMoney='0' WHERE guildid='%u' AND rank='%u'", m_Id, rankId);
}
void Guild::SetBankRightsAndSlots(uint32 rankId, uint8 TabId, uint32 right, uint32 nbSlots, bool db)
{
if (rankId >= m_Ranks.size() ||
TabId >= GUILD_BANK_MAX_TABS ||
TabId >= m_PurchasedTabs)
return;
if (rankId == GR_GUILDMASTER)
{
nbSlots = WITHDRAW_SLOT_UNLIMITED;
right = GUILD_BANK_RIGHT_FULL;
}
m_Ranks[rankId].TabSlotPerDay[TabId] = nbSlots;
m_Ranks[rankId].TabRight[TabId] = right;
if (db)
{
for (MemberList::iterator itr = members.begin(); itr != members.end(); ++itr)
if (itr->second.RankId == rankId)
for (uint8 i = 0; i < GUILD_BANK_MAX_TABS; ++i)
itr->second.BankResetTimeTab[i] = 0;
CharacterDatabase.PExecute("DELETE FROM guild_bank_right WHERE guildid='%u' AND TabId='%u' AND rid='%u'", m_Id, uint32(TabId), rankId);
CharacterDatabase.PExecute("INSERT INTO guild_bank_right (guildid,TabId,rid,gbright,SlotPerDay) VALUES "
"('%u','%u','%u','%u','%u')", m_Id, uint32(TabId), rankId, m_Ranks[rankId].TabRight[TabId], m_Ranks[rankId].TabSlotPerDay[TabId]);
CharacterDatabase.PExecute("UPDATE guild_member SET BankResetTimeTab%u='0' WHERE guildid='%u' AND rank='%u'", uint32(TabId), m_Id, rankId);
}
}
uint32 Guild::GetBankMoneyPerDay(uint32 rankId)
{
if (rankId >= m_Ranks.size())
return 0;
if (rankId == GR_GUILDMASTER)
return WITHDRAW_MONEY_UNLIMITED;
return m_Ranks[rankId].BankMoneyPerDay;
}
uint32 Guild::GetBankSlotPerDay(uint32 rankId, uint8 TabId)
{
if (rankId >= m_Ranks.size() || TabId >= GUILD_BANK_MAX_TABS)
return 0;
if (rankId == GR_GUILDMASTER)
return WITHDRAW_SLOT_UNLIMITED;
return m_Ranks[rankId].TabSlotPerDay[TabId];
}
// *************************************************
// Rights per day related
bool Guild::LoadBankRightsFromDB(QueryResult_AutoPtr guildBankTabRightsResult)
{
if (!guildBankTabRightsResult)
return true;
do
{
Field *fields = guildBankTabRightsResult->Fetch();
//prevent crash when all rights in result are already processed
if (!fields)
break;
uint32 guildId = fields[0].GetUInt32();
if (guildId < m_Id)
{
//there is in table guild_bank_right record which doesn't have guildid in guild table, report error
sLog.outErrorDb("Guild %u does not exist but it has a record in guild_bank_right table, deleting it!", guildId);
CharacterDatabase.PExecute("DELETE FROM guild_bank_right WHERE guildid = '%u'", guildId);
continue;
}
if (guildId > m_Id)
//we loaded all ranks for this guild bank already, break cycle
break;
uint8 TabId = fields[1].GetUInt8();
uint32 rankId = fields[2].GetUInt32();
uint16 right = fields[3].GetUInt16();
uint16 SlotPerDay = fields[4].GetUInt16();
SetBankRightsAndSlots(rankId, TabId, right, SlotPerDay, false);
}while (guildBankTabRightsResult->NextRow());
return true;
}
// *************************************************
// Bank log related
void Guild::LoadGuildBankEventLogFromDB()
{
// Money log is in TabId = GUILD_BANK_MONEY_LOGS_TAB
//uint32 configCount = sWorld.getConfig(CONFIG_GUILD_BANK_EVENT_LOG_COUNT);
//cycle through all purchased guild bank item tabs
for (uint32 tabId = 0; tabId < m_PurchasedTabs; ++tabId)
{
// 0 1 2 3 4 5 6
QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT LogGuid, EventType, PlayerGuid, ItemOrMoney, ItemStackCount, DestTabId, TimeStamp FROM guild_bank_eventlog WHERE guildid='%u' AND TabId='%u' ORDER BY TimeStamp DESC,LogGuid DESC LIMIT %u", m_Id, tabId, GUILD_BANK_MAX_LOGS);
if (!result)
continue;
bool isNextLogGuidSet = false;
do
{
Field *fields = result->Fetch();
GuildBankEventLogEntry NewEvent;
NewEvent.EventType = fields[1].GetUInt8();
NewEvent.PlayerGuid = fields[2].GetUInt32();
NewEvent.ItemOrMoney = fields[3].GetUInt32();
NewEvent.ItemStackCount = fields[4].GetUInt8();
NewEvent.DestTabId = fields[5].GetUInt8();
NewEvent.TimeStamp = fields[6].GetUInt64();
//if newEvent is moneyEvent, move it to moneyEventTab in DB and report error
if (NewEvent.isMoneyEvent())
{
uint32 logGuid = fields[0].GetUInt32();
CharacterDatabase.PExecute("UPDATE guild_bank_eventlog SET TabId='%u' WHERE guildid='%u' AND TabId='%u' AND LogGuid='%u'", GUILD_BANK_MONEY_LOGS_TAB, m_Id, tabId, logGuid);
sLog.outError("GuildBankEventLog ERROR: MoneyEvent LogGuid %u for Guild %u had incorrectly set its TabId to %u, correcting it to %u TabId", logGuid, m_Id, tabId, GUILD_BANK_MONEY_LOGS_TAB);
continue;
}
else
//add event to list
//events are ordered from oldest (in beginning) to latest (in the end)
m_GuildBankEventLog_Item[tabId].push_front(NewEvent);
if (!isNextLogGuidSet)
{
m_GuildBankEventLogNextGuid_Item[tabId] = fields[0].GetUInt32();
//we don't have to do m_GuildBankEventLogNextGuid_Item[tabId] %= configCount; - it will be done when creating new record
isNextLogGuidSet = true;
}
} while (result->NextRow());
}
//special handle for guild bank money log
// 0 1 2 3 4 5 6
QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT LogGuid, EventType, PlayerGuid, ItemOrMoney, ItemStackCount, DestTabId, TimeStamp FROM guild_bank_eventlog WHERE guildid='%u' AND TabId='%u' ORDER BY TimeStamp DESC,LogGuid DESC LIMIT %u", m_Id, GUILD_BANK_MONEY_LOGS_TAB, GUILD_BANK_MAX_LOGS);
if (!result)
return;
bool isNextMoneyLogGuidSet = false;
do
{
Field *fields = result->Fetch();
if (!isNextMoneyLogGuidSet)
{
m_GuildBankEventLogNextGuid_Money = fields[0].GetUInt32();
//we don't have to do m_GuildBankEventLogNextGuid_Money %= configCount; - it will be done when creating new record
isNextMoneyLogGuidSet = true;
}
GuildBankEventLogEntry NewEvent;
NewEvent.EventType = fields[1].GetUInt8();
NewEvent.PlayerGuid = fields[2].GetUInt32();
NewEvent.ItemOrMoney = fields[3].GetUInt32();
NewEvent.ItemStackCount = fields[4].GetUInt8();
NewEvent.DestTabId = fields[5].GetUInt8();
NewEvent.TimeStamp = fields[6].GetUInt64();
//if newEvent is not moneyEvent, then report error
if (!NewEvent.isMoneyEvent())
sLog.outError("GuildBankEventLog ERROR: MoneyEvent LogGuid %u for Guild %u is not MoneyEvent - ignoring...", fields[0].GetUInt32(), m_Id);
else
//add event to list
//events are ordered from oldest (in beginning) to latest (in the end)
m_GuildBankEventLog_Money.push_front(NewEvent);
} while (result->NextRow());
}
void Guild::DisplayGuildBankLogs(WorldSession *session, uint8 TabId)
{
if (TabId > GUILD_BANK_MAX_TABS) // tabs starts in 0
return;
if (TabId == GUILD_BANK_MAX_TABS)
{
// Here we display money logs
WorldPacket data(MSG_GUILD_BANK_LOG_QUERY, m_GuildBankEventLog_Money.size()*(4*4+1)+1+1);
data << uint8(TabId); // Here GUILD_BANK_MAX_TABS
data << uint8(m_GuildBankEventLog_Money.size()); // number of log entries
for (GuildBankEventLog::const_iterator itr = m_GuildBankEventLog_Money.begin(); itr != m_GuildBankEventLog_Money.end(); ++itr)
{
data << uint8(itr->EventType);
data << uint64(MAKE_NEW_GUID(itr->PlayerGuid,0,HIGHGUID_PLAYER));
data << uint32(itr->ItemOrMoney);
data << uint32(time(NULL) - itr->TimeStamp);
}
session->SendPacket(&data);
}
else
{
// here we display current tab logs
WorldPacket data(MSG_GUILD_BANK_LOG_QUERY, m_GuildBankEventLog_Item[TabId].size()*(4*4+1+1)+1+1);
data << uint8(TabId); // Here a real Tab Id
data << uint8(m_GuildBankEventLog_Item[TabId].size()); // number of log entries
for (GuildBankEventLog::const_iterator itr = m_GuildBankEventLog_Item[TabId].begin(); itr != m_GuildBankEventLog_Item[TabId].end(); ++itr)
{
data << uint8(itr->EventType);
data << uint64(MAKE_NEW_GUID(itr->PlayerGuid,0,HIGHGUID_PLAYER));
data << uint32(itr->ItemOrMoney);
data << uint32(itr->ItemStackCount);
if (itr->EventType == GUILD_BANK_LOG_MOVE_ITEM || itr->EventType == GUILD_BANK_LOG_MOVE_ITEM2)
data << uint8(itr->DestTabId); // moved tab
data << uint32(time(NULL) - itr->TimeStamp);
}
session->SendPacket(&data);
}
sLog.outDebug("WORLD: Sent (MSG_GUILD_BANK_LOG_QUERY)");
}
void Guild::LogBankEvent(uint8 EventType, uint8 TabId, uint32 PlayerGuidLow, uint32 ItemOrMoney, uint8 ItemStackCount, uint8 DestTabId)
{
//create Event
GuildBankEventLogEntry NewEvent;
NewEvent.EventType = EventType;
NewEvent.PlayerGuid = PlayerGuidLow;
NewEvent.ItemOrMoney = ItemOrMoney;
NewEvent.ItemStackCount = ItemStackCount;
NewEvent.DestTabId = DestTabId;
NewEvent.TimeStamp = uint32(time(NULL));
//add new event to the end of event list
uint32 currentTabId = TabId;
uint32 currentLogGuid = 0;
if (NewEvent.isMoneyEvent())
{
m_GuildBankEventLogNextGuid_Money = (m_GuildBankEventLogNextGuid_Money + 1) % sWorld.getConfig(CONFIG_GUILD_BANK_EVENT_LOG_COUNT);
currentLogGuid = m_GuildBankEventLogNextGuid_Money;
currentTabId = GUILD_BANK_MONEY_LOGS_TAB;
if (m_GuildBankEventLog_Money.size() >= GUILD_BANK_MAX_LOGS)
m_GuildBankEventLog_Money.pop_front();
m_GuildBankEventLog_Money.push_back(NewEvent);
}
else
{
m_GuildBankEventLogNextGuid_Item[TabId] = ((m_GuildBankEventLogNextGuid_Item[TabId]) + 1) % sWorld.getConfig(CONFIG_GUILD_BANK_EVENT_LOG_COUNT);
currentLogGuid = m_GuildBankEventLogNextGuid_Item[TabId];
if (m_GuildBankEventLog_Item[TabId].size() >= GUILD_BANK_MAX_LOGS)
m_GuildBankEventLog_Item[TabId].pop_front();
m_GuildBankEventLog_Item[TabId].push_back(NewEvent);
}
//save event to database
CharacterDatabase.PExecute("DELETE FROM guild_bank_eventlog WHERE guildid='%u' AND LogGuid='%u' AND TabId='%u'", m_Id, currentLogGuid, currentTabId);
CharacterDatabase.PExecute("INSERT INTO guild_bank_eventlog (guildid,LogGuid,TabId,EventType,PlayerGuid,ItemOrMoney,ItemStackCount,DestTabId,TimeStamp) VALUES ('%u','%u','%u','%u','%u','%u','%u','%u','" UI64FMTD "')",
m_Id, currentLogGuid, currentTabId, uint32(NewEvent.EventType), NewEvent.PlayerGuid, NewEvent.ItemOrMoney, uint32(NewEvent.ItemStackCount), uint32(NewEvent.DestTabId), NewEvent.TimeStamp);
}
bool Guild::AddGBankItemToDB(uint32 GuildId, uint32 BankTab , uint32 BankTabSlot , uint32 GUIDLow, uint32 Entry)
{
CharacterDatabase.PExecute("DELETE FROM guild_bank_item WHERE guildid = '%u' AND TabId = '%u'AND SlotId = '%u'", GuildId, BankTab, BankTabSlot);
CharacterDatabase.PExecute("INSERT INTO guild_bank_item (guildid,TabId,SlotId,item_guid,item_entry) "
"VALUES ('%u', '%u', '%u', '%u', '%u')", GuildId, BankTab, BankTabSlot, GUIDLow, Entry);
return true;
}
void Guild::AppendDisplayGuildBankSlot(WorldPacket& data, GuildBankTab const *tab, int slot)
{
Item *pItem = tab->Slots[slot];
uint32 entry = pItem ? pItem->GetEntry() : 0;
data << uint8(slot);
data << uint32(entry);
if (entry)
{
data << uint32(0); // 3.3.0 (0x8000, 0x8020)
data << uint32(pItem->GetItemRandomPropertyId()); // random item property id + 8
if (pItem->GetItemRandomPropertyId())
data << uint32(pItem->GetItemSuffixFactor()); // SuffixFactor + 4
data << uint32(pItem->GetCount()); // +12 ITEM_FIELD_STACK_COUNT
data << uint32(0); // +16 Unknown value
data << uint8(abs(pItem->GetSpellCharges())); // spell charges
uint8 enchCount = 0;
size_t enchCountPos = data.wpos();
data << uint8(enchCount); // number of enchantments
for (uint32 i = PERM_ENCHANTMENT_SLOT; i < MAX_ENCHANTMENT_SLOT; ++i)
{
if (uint32 enchId = pItem->GetEnchantmentId(EnchantmentSlot(i)))
{
data << uint8(i);
data << uint32(enchId);
++enchCount;
}
}
data.put(enchCountPos, enchCount);
}
}
Item* Guild::StoreItem(uint8 tabId, GuildItemPosCountVec const& dest, Item* pItem)
{
if (!pItem)
return NULL;
Item* lastItem = pItem;
for (GuildItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end();)
{
uint8 slot = itr->Slot;
uint32 count = itr->Count;
++itr;
if (itr == dest.end())
{
lastItem = _StoreItem(tabId, slot, pItem, count, false);
break;
}
lastItem = _StoreItem(tabId, slot, pItem, count, true);
}
return lastItem;
}
// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
Item* Guild::_StoreItem(uint8 tab, uint8 slot, Item *pItem, uint32 count, bool clone)
{
if (!pItem)
return NULL;
sLog.outDebug("GUILD STORAGE: StoreItem tab = %u, slot = %u, item = %u, count = %u", tab, slot, pItem->GetEntry(), count);
Item* pItem2 = m_TabListMap[tab]->Slots[slot];
if (!pItem2)
{
if (clone)
pItem = pItem->CloneItem(count);
else
pItem->SetCount(count);
if (!pItem)
return NULL;
m_TabListMap[tab]->Slots[slot] = pItem;
pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, 0);
pItem->SetUInt64Value(ITEM_FIELD_OWNER, 0);
AddGBankItemToDB(GetId(), tab, slot, pItem->GetGUIDLow(), pItem->GetEntry());
pItem->FSetState(ITEM_NEW);
pItem->SaveToDB(); // not in inventory and can be save standalone
return pItem;
}
else
{
pItem2->SetCount(pItem2->GetCount() + count);
pItem2->FSetState(ITEM_CHANGED);
pItem2->SaveToDB(); // not in inventory and can be save standalone
if (!clone)
{
pItem->RemoveFromWorld();
pItem->DeleteFromDB();
delete pItem;
}
return pItem2;
}
}
void Guild::RemoveItem(uint8 tab, uint8 slot)
{
m_TabListMap[tab]->Slots[slot] = NULL;
CharacterDatabase.PExecute("DELETE FROM guild_bank_item WHERE guildid='%u' AND TabId='%u' AND SlotId='%u'",
GetId(), uint32(tab), uint32(slot));
}
uint8 Guild::_CanStoreItem_InSpecificSlot(uint8 tab, uint8 slot, GuildItemPosCountVec &dest, uint32& count, bool swap, Item* pSrcItem) const
{
Item* pItem2 = m_TabListMap[tab]->Slots[slot];
// ignore move item (this slot will be empty at move)
if (pItem2 == pSrcItem)
pItem2 = NULL;
uint32 need_space;
// empty specific slot - check item fit to slot
if (!pItem2 || swap)
{
// non empty stack with space
need_space = pSrcItem->GetMaxStackCount();
}
// non empty slot, check item type
else
{
// check item type
if (pItem2->GetEntry() != pSrcItem->GetEntry())
return EQUIP_ERR_ITEM_CANT_STACK;
// check free space
if (pItem2->GetCount() >= pSrcItem->GetMaxStackCount())
return EQUIP_ERR_ITEM_CANT_STACK;
need_space = pSrcItem->GetMaxStackCount() - pItem2->GetCount();
}
if (need_space > count)
need_space = count;
GuildItemPosCount newPosition = GuildItemPosCount(slot,need_space);
if (!newPosition.isContainedIn(dest))
{
dest.push_back(newPosition);
count -= need_space;
}
return EQUIP_ERR_OK;
}
uint8 Guild::_CanStoreItem_InTab(uint8 tab, GuildItemPosCountVec &dest, uint32& count, bool merge, Item* pSrcItem, uint8 skip_slot) const
{
assert(pSrcItem);
for (uint32 j = 0; j < GUILD_BANK_MAX_SLOTS; ++j)
{
// skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
if (j == skip_slot)
continue;
Item* pItem2 = m_TabListMap[tab]->Slots[j];
// ignore move item (this slot will be empty at move)
if (pItem2 == pSrcItem)
pItem2 = NULL;
// if merge skip empty, if !merge skip non-empty
if ((pItem2 != NULL) != merge)
continue;
if (pItem2)
{
if (pItem2->GetEntry() == pSrcItem->GetEntry() && pItem2->GetCount() < pSrcItem->GetMaxStackCount())
{
uint32 need_space = pSrcItem->GetMaxStackCount() - pItem2->GetCount();
if (need_space > count)
need_space = count;
GuildItemPosCount newPosition = GuildItemPosCount(j, need_space);
if (!newPosition.isContainedIn(dest))
{
dest.push_back(newPosition);
count -= need_space;
if (count == 0)
return EQUIP_ERR_OK;
}
}
}
else
{
uint32 need_space = pSrcItem->GetMaxStackCount();
if (need_space > count)
need_space = count;
GuildItemPosCount newPosition = GuildItemPosCount(j, need_space);
if (!newPosition.isContainedIn(dest))
{
dest.push_back(newPosition);
count -= need_space;
if (count == 0)
return EQUIP_ERR_OK;
}
}
}
return EQUIP_ERR_OK;
}
uint8 Guild::CanStoreItem(uint8 tab, uint8 slot, GuildItemPosCountVec &dest, uint32 count, Item *pItem, bool swap) const
{
sLog.outDebug("GUILD STORAGE: CanStoreItem tab = %u, slot = %u, item = %u, count = %u", tab, slot, pItem->GetEntry(), count);
if (count > pItem->GetCount())
return EQUIP_ERR_COULDNT_SPLIT_ITEMS;
if (pItem->IsSoulBound())
return EQUIP_ERR_CANT_DROP_SOULBOUND;
// in specific tab
if (tab >= m_TabListMap.size() || tab >= GUILD_BANK_MAX_TABS)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
// in specific slot
if (slot != NULL_SLOT)
{
uint8 res = _CanStoreItem_InSpecificSlot(tab,slot,dest,count,swap,pItem);
if (res != EQUIP_ERR_OK)
return res;
if (count == 0)
return EQUIP_ERR_OK;
}
// not specific slot or have space for partly store only in specific slot
// search stack in tab for merge to
if (pItem->GetMaxStackCount() > 1)
{
uint8 res = _CanStoreItem_InTab(tab, dest, count, true, pItem, slot);
if (res != EQUIP_ERR_OK)
return res;
if (count == 0)
return EQUIP_ERR_OK;
}
// search free slot in bag for place to
uint8 res = _CanStoreItem_InTab(tab, dest, count, false, pItem, slot);
if (res != EQUIP_ERR_OK)
return res;
if (count == 0)
return EQUIP_ERR_OK;
return EQUIP_ERR_BANK_FULL;
}
void Guild::SetGuildBankTabText(uint8 TabId, std::string text)
{
if (TabId >= GUILD_BANK_MAX_TABS)
return;
if (TabId >= m_TabListMap.size())
return;
if (!m_TabListMap[TabId])
return;
if (m_TabListMap[TabId]->Text == text)
return;
utf8truncate(text, 500); // DB and client size limitation
m_TabListMap[TabId]->Text = text;
CharacterDatabase.escape_string(text);
CharacterDatabase.PExecute("UPDATE guild_bank_tab SET TabText='%s' WHERE guildid='%u' AND TabId='%u'", text.c_str(), m_Id, uint32(TabId));
// announce
SendGuildBankTabText(NULL,TabId);
}
void Guild::SendGuildBankTabText(WorldSession *session, uint8 TabId)
{
GuildBankTab const* tab = m_TabListMap[TabId];
WorldPacket data(MSG_QUERY_GUILD_BANK_TEXT, 1+tab->Text.size()+1);
data << uint8(TabId);
data << tab->Text;
if (session)
session->SendPacket(&data);
else
BroadcastPacket(&data);
}
void Guild::SwapItems(Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 BankTabDst, uint8 BankTabSlotDst, uint32 SplitedAmount)
{
// empty operation
if (BankTab == BankTabDst && BankTabSlot == BankTabSlotDst)
return;
Item *pItemSrc = GetItem(BankTab, BankTabSlot);
if (!pItemSrc) // may prevent crash
return;
if (pItemSrc->GetCount() == 0)
{
sLog.outCrash("Guild::SwapItems: Player %s(GUIDLow: %u) tried to move item %u from tab %u slot %u to tab %u slot %u, but item %u has a stack of zero!",
pl->GetName(), pl->GetGUIDLow(), pItemSrc->GetEntry(), BankTab, BankTabSlot, BankTabDst, BankTabSlotDst, pItemSrc->GetEntry());
//return; // Commented out for now, uncomment when it's verified that this causes a crash!!
}
if (SplitedAmount >= pItemSrc->GetCount())
SplitedAmount = 0; // no split
Item *pItemDst = GetItem(BankTabDst, BankTabSlotDst);
if (BankTab != BankTabDst)
{
// check dest pos rights (if different tabs)
if (!IsMemberHaveRights(pl->GetGUIDLow(), BankTabDst, GUILD_BANK_RIGHT_DEPOSIT_ITEM))
return;
// check source pos rights (if different tabs)
uint32 remRight = GetMemberSlotWithdrawRem(pl->GetGUIDLow(), BankTab);
if (remRight <= 0)
return;
}
if (SplitedAmount)
{ // Bank -> Bank item split (in empty or non empty slot
GuildItemPosCountVec dest;
uint8 msg = CanStoreItem(BankTabDst, BankTabSlotDst, dest, SplitedAmount, pItemSrc, false);
if (msg != EQUIP_ERR_OK)
{
pl->SendEquipError(msg, pItemSrc, NULL);
return;
}
Item *pNewItem = pItemSrc->CloneItem(SplitedAmount);
if (!pNewItem)
{
pl->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItemSrc, NULL);
return;
}
CharacterDatabase.BeginTransaction();
LogBankEvent(GUILD_BANK_LOG_MOVE_ITEM, BankTab, pl->GetGUIDLow(), pItemSrc->GetEntry(), SplitedAmount, BankTabDst);
pl->ItemRemovedQuestCheck(pItemSrc->GetEntry(), SplitedAmount);
pItemSrc->SetCount(pItemSrc->GetCount() - SplitedAmount);
pItemSrc->FSetState(ITEM_CHANGED);
pItemSrc->SaveToDB(); // not in inventory and can be save standalone
StoreItem(BankTabDst, dest, pNewItem);
CharacterDatabase.CommitTransaction();
}
else // non split
{
GuildItemPosCountVec gDest;
uint8 msg = CanStoreItem(BankTabDst, BankTabSlotDst, gDest, pItemSrc->GetCount(), pItemSrc, false);
if (msg == EQUIP_ERR_OK) // merge to
{
CharacterDatabase.BeginTransaction();
LogBankEvent(GUILD_BANK_LOG_MOVE_ITEM, BankTab, pl->GetGUIDLow(), pItemSrc->GetEntry(), pItemSrc->GetCount(), BankTabDst);
RemoveItem(BankTab, BankTabSlot);
StoreItem(BankTabDst, gDest, pItemSrc);
CharacterDatabase.CommitTransaction();
}
else // swap
{
gDest.clear();
msg = CanStoreItem(BankTabDst, BankTabSlotDst, gDest, pItemSrc->GetCount(), pItemSrc, true);
if (msg != EQUIP_ERR_OK)
{
pl->SendEquipError(msg, pItemSrc, NULL);
return;
}
GuildItemPosCountVec gSrc;
msg = CanStoreItem(BankTab, BankTabSlot, gSrc, pItemDst->GetCount(), pItemDst, true);
if (msg != EQUIP_ERR_OK)
{
pl->SendEquipError(msg, pItemDst, NULL);
return;
}
if (BankTab != BankTabDst)
{
// check source pos rights (item swapped to src)
if (!IsMemberHaveRights(pl->GetGUIDLow(), BankTab, GUILD_BANK_RIGHT_DEPOSIT_ITEM))
return;
// check dest pos rights (item swapped to src)
uint32 remRightDst = GetMemberSlotWithdrawRem(pl->GetGUIDLow(), BankTabDst);
if (remRightDst <= 0)
return;
}
CharacterDatabase.BeginTransaction();
LogBankEvent(GUILD_BANK_LOG_MOVE_ITEM, BankTab, pl->GetGUIDLow(), pItemSrc->GetEntry(), pItemSrc->GetCount(), BankTabDst);
LogBankEvent(GUILD_BANK_LOG_MOVE_ITEM, BankTabDst, pl->GetGUIDLow(), pItemDst->GetEntry(), pItemDst->GetCount(), BankTab);
RemoveItem(BankTab, BankTabSlot);
RemoveItem(BankTabDst, BankTabSlotDst);
StoreItem(BankTab, gSrc, pItemDst);
StoreItem(BankTabDst, gDest, pItemSrc);
CharacterDatabase.CommitTransaction();
}
}
DisplayGuildBankContentUpdate(BankTab,BankTabSlot,BankTab == BankTabDst ? BankTabSlotDst : -1);
if (BankTab != BankTabDst)
DisplayGuildBankContentUpdate(BankTabDst,BankTabSlotDst);
}
void Guild::MoveFromBankToChar(Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 PlayerBag, uint8 PlayerSlot, uint32 SplitedAmount)
{
Item *pItemBank = GetItem(BankTab, BankTabSlot);
Item *pItemChar = pl->GetItemByPos(PlayerBag, PlayerSlot);
if (!pItemBank) // Problem to get bank item
return;
if (SplitedAmount > pItemBank->GetCount())
return; // cheating?
else if (SplitedAmount == pItemBank->GetCount())
SplitedAmount = 0; // no split
if (SplitedAmount)
{ // Bank -> Char split to slot (patly move)
Item *pNewItem = pItemBank->CloneItem(SplitedAmount);
if (!pNewItem)
{
pl->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItemBank, NULL);
return;
}
ItemPosCountVec dest;
uint8 msg = pl->CanStoreItem(PlayerBag, PlayerSlot, dest, pNewItem, false);
if (msg != EQUIP_ERR_OK)
{
pl->SendEquipError(msg, pNewItem, NULL);
delete pNewItem;
return;
}
// check source pos rights (item moved to inventory)
uint32 remRight = GetMemberSlotWithdrawRem(pl->GetGUIDLow(), BankTab);
if (remRight <= 0)
{
delete pNewItem;
return;
}
CharacterDatabase.BeginTransaction();
LogBankEvent(GUILD_BANK_LOG_WITHDRAW_ITEM, BankTab, pl->GetGUIDLow(), pItemBank->GetEntry(), SplitedAmount);
pItemBank->SetCount(pItemBank->GetCount()-SplitedAmount);
pItemBank->FSetState(ITEM_CHANGED);
pItemBank->SaveToDB(); // not in inventory and can be save standalone
pl->MoveItemToInventory(dest, pNewItem, true);
pl->SaveInventoryAndGoldToDB();
MemberItemWithdraw(BankTab, pl->GetGUIDLow());
CharacterDatabase.CommitTransaction();
}
else // Bank -> Char swap with slot (move)
{
ItemPosCountVec dest;
uint8 msg = pl->CanStoreItem(PlayerBag, PlayerSlot, dest, pItemBank, false);
if (msg == EQUIP_ERR_OK) // merge case
{
// check source pos rights (item moved to inventory)
uint32 remRight = GetMemberSlotWithdrawRem(pl->GetGUIDLow(), BankTab);
if (remRight <= 0)
return;
CharacterDatabase.BeginTransaction();
LogBankEvent(GUILD_BANK_LOG_WITHDRAW_ITEM, BankTab, pl->GetGUIDLow(), pItemBank->GetEntry(), pItemBank->GetCount());
RemoveItem(BankTab, BankTabSlot);
pl->MoveItemToInventory(dest, pItemBank, true);
pl->SaveInventoryAndGoldToDB();
MemberItemWithdraw(BankTab, pl->GetGUIDLow());
CharacterDatabase.CommitTransaction();
}
else // Bank <-> Char swap items
{
// check source pos rights (item swapped to bank)
if (!IsMemberHaveRights(pl->GetGUIDLow(), BankTab, GUILD_BANK_RIGHT_DEPOSIT_ITEM))
return;
if (pItemChar)
{
if (!pItemChar->CanBeTraded())
{
pl->SendEquipError(EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pItemChar, NULL);
return;
}
}
ItemPosCountVec iDest;
msg = pl->CanStoreItem(PlayerBag, PlayerSlot, iDest, pItemBank, true);
if (msg != EQUIP_ERR_OK)
{
pl->SendEquipError(msg, pItemBank, NULL);
return;
}
GuildItemPosCountVec gDest;
if (pItemChar)
{
msg = CanStoreItem(BankTab, BankTabSlot, gDest, pItemChar->GetCount(), pItemChar, true);
if (msg != EQUIP_ERR_OK)
{
pl->SendEquipError(msg, pItemChar, NULL);
return;
}
}
// check source pos rights (item moved to inventory)
uint32 remRight = GetMemberSlotWithdrawRem(pl->GetGUIDLow(), BankTab);
if (remRight <= 0)
return;
if (pItemChar)
{
// logging item move to bank
if (pl->GetSession()->GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_GM_LOG_TRADE))
{
sLog.outCommand(pl->GetSession()->GetAccountId(), "GM %s (Account: %u) deposit item: %s (Entry: %d Count: %u) to guild bank (Guild ID: %u)",
pl->GetName(), pl->GetSession()->GetAccountId(),
pItemChar->GetProto()->Name1, pItemChar->GetEntry(), pItemChar->GetCount(),
m_Id);
}
}
CharacterDatabase.BeginTransaction();
LogBankEvent(GUILD_BANK_LOG_WITHDRAW_ITEM, BankTab, pl->GetGUIDLow(), pItemBank->GetEntry(), pItemBank->GetCount());
if (pItemChar)
LogBankEvent(GUILD_BANK_LOG_DEPOSIT_ITEM, BankTab, pl->GetGUIDLow(), pItemChar->GetEntry(), pItemChar->GetCount());
RemoveItem(BankTab, BankTabSlot);
if (pItemChar)
{
pl->MoveItemFromInventory(PlayerBag, PlayerSlot, true);
pItemChar->DeleteFromInventoryDB();
}
if (pItemChar)
StoreItem(BankTab, gDest, pItemChar);
pl->MoveItemToInventory(iDest, pItemBank, true);
pl->SaveInventoryAndGoldToDB();
MemberItemWithdraw(BankTab, pl->GetGUIDLow());
CharacterDatabase.CommitTransaction();
}
}
DisplayGuildBankContentUpdate(BankTab,BankTabSlot);
}
void Guild::MoveFromCharToBank(Player * pl, uint8 PlayerBag, uint8 PlayerSlot, uint8 BankTab, uint8 BankTabSlot, uint32 SplitedAmount)
{
Item *pItemBank = GetItem(BankTab, BankTabSlot);
Item *pItemChar = pl->GetItemByPos(PlayerBag, PlayerSlot);
if (!pItemChar) // Problem to get item from player
return;
if (!pItemChar->CanBeTraded())
{
pl->SendEquipError(EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pItemChar, NULL);
return;
}
// check source pos rights (item moved to bank)
if (!IsMemberHaveRights(pl->GetGUIDLow(), BankTab, GUILD_BANK_RIGHT_DEPOSIT_ITEM))
return;
if (SplitedAmount > pItemChar->GetCount())
return; // cheating?
else if (SplitedAmount == pItemChar->GetCount())
SplitedAmount = 0; // no split
if (SplitedAmount)
{ // Char -> Bank split to empty or non-empty slot (partly move)
GuildItemPosCountVec dest;
uint8 msg = CanStoreItem(BankTab, BankTabSlot, dest, SplitedAmount, pItemChar, false);
if (msg != EQUIP_ERR_OK)
{
pl->SendEquipError(msg, pItemChar, NULL);
return;
}
Item *pNewItem = pItemChar->CloneItem(SplitedAmount);
if (!pNewItem)
{
pl->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItemChar, NULL);
return;
}
// logging item move to bank (before items merge
if (pl->GetSession()->GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_GM_LOG_TRADE))
{
sLog.outCommand(pl->GetSession()->GetAccountId(), "GM %s (Account: %u) deposit item: %s (Entry: %d Count: %u) to guild bank (Guild ID: %u)",
pl->GetName(), pl->GetSession()->GetAccountId(),
pItemChar->GetProto()->Name1, pItemChar->GetEntry(), SplitedAmount,m_Id);
}
CharacterDatabase.BeginTransaction();
LogBankEvent(GUILD_BANK_LOG_DEPOSIT_ITEM, BankTab, pl->GetGUIDLow(), pItemChar->GetEntry(), SplitedAmount);
pl->ItemRemovedQuestCheck(pItemChar->GetEntry(), SplitedAmount);
pItemChar->SetCount(pItemChar->GetCount()-SplitedAmount);
pItemChar->SetState(ITEM_CHANGED, pl);
pl->SaveInventoryAndGoldToDB();
StoreItem(BankTab, dest, pNewItem);
CharacterDatabase.CommitTransaction();
DisplayGuildBankContentUpdate(BankTab, dest);
}
else // Char -> Bank swap with empty or non-empty (move)
{
GuildItemPosCountVec dest;
uint8 msg = CanStoreItem(BankTab, BankTabSlot, dest, pItemChar->GetCount(), pItemChar, false);
if (msg == EQUIP_ERR_OK) // merge
{
// logging item move to bank
if (pl->GetSession()->GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_GM_LOG_TRADE))
{
sLog.outCommand(pl->GetSession()->GetAccountId(), "GM %s (Account: %u) deposit item: %s (Entry: %d Count: %u) to guild bank (Guild ID: %u)",
pl->GetName(), pl->GetSession()->GetAccountId(),
pItemChar->GetProto()->Name1, pItemChar->GetEntry(), pItemChar->GetCount(),
m_Id);
}
CharacterDatabase.BeginTransaction();
LogBankEvent(GUILD_BANK_LOG_DEPOSIT_ITEM, BankTab, pl->GetGUIDLow(), pItemChar->GetEntry(), pItemChar->GetCount());
pl->MoveItemFromInventory(PlayerBag, PlayerSlot, true);
pItemChar->DeleteFromInventoryDB();
StoreItem(BankTab, dest, pItemChar);
pl->SaveInventoryAndGoldToDB();
CharacterDatabase.CommitTransaction();
DisplayGuildBankContentUpdate(BankTab, dest);
}
else // Char <-> Bank swap items (posible NULL bank item)
{
ItemPosCountVec iDest;
if (pItemBank)
{
msg = pl->CanStoreItem(PlayerBag, PlayerSlot, iDest, pItemBank, true);
if (msg != EQUIP_ERR_OK)
{
pl->SendEquipError(msg, pItemBank, NULL);
return;
}
}
GuildItemPosCountVec gDest;
msg = CanStoreItem(BankTab, BankTabSlot, gDest, pItemChar->GetCount(), pItemChar, true);
if (msg != EQUIP_ERR_OK)
{
pl->SendEquipError(msg, pItemChar, NULL);
return;
}
if (pItemBank)
{
// check bank pos rights (item swapped with inventory)
uint32 remRight = GetMemberSlotWithdrawRem(pl->GetGUIDLow(), BankTab);
if (remRight <= 0)
return;
}
// logging item move to bank
if (pl->GetSession()->GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_GM_LOG_TRADE))
{
sLog.outCommand(pl->GetSession()->GetAccountId(), "GM %s (Account: %u) deposit item: %s (Entry: %d Count: %u) to guild bank (Guild ID: %u)",
pl->GetName(), pl->GetSession()->GetAccountId(),
pItemChar->GetProto()->Name1, pItemChar->GetEntry(), pItemChar->GetCount(),
m_Id);
}
CharacterDatabase.BeginTransaction();
if (pItemBank)
LogBankEvent(GUILD_BANK_LOG_WITHDRAW_ITEM, BankTab, pl->GetGUIDLow(), pItemBank->GetEntry(), pItemBank->GetCount());
LogBankEvent(GUILD_BANK_LOG_DEPOSIT_ITEM, BankTab, pl->GetGUIDLow(), pItemChar->GetEntry(), pItemChar->GetCount());
pl->MoveItemFromInventory(PlayerBag, PlayerSlot, true);
pItemChar->DeleteFromInventoryDB();
if (pItemBank)
RemoveItem(BankTab, BankTabSlot);
StoreItem(BankTab,gDest,pItemChar);
if (pItemBank)
pl->MoveItemToInventory(iDest, pItemBank, true);
pl->SaveInventoryAndGoldToDB();
if (pItemBank)
MemberItemWithdraw(BankTab, pl->GetGUIDLow());
CharacterDatabase.CommitTransaction();
DisplayGuildBankContentUpdate(BankTab, gDest);
}
}
}
void Guild::BroadcastEvent(GuildEvents event, uint64 guid, uint8 strCount, std::string str1, std::string str2, std::string str3)
{
WorldPacket data(SMSG_GUILD_EVENT, 1+1+(guid ? 8 : 0));
data << uint8(event);
data << uint8(strCount);
switch(strCount)
{
case 0:
break;
case 1:
data << str1;
break;
case 2:
data << str1 << str2;
break;
case 3:
data << str1 << str2 << str3;
break;
default:
sLog.outError("Guild::BroadcastEvent: incorrect strings count %u!", strCount);
break;
}
if(guid)
data << uint64(guid);
BroadcastPacket(&data);
sLog.outDebug("WORLD: Sent SMSG_GUILD_EVENT");
}
bool GuildItemPosCount::isContainedIn(GuildItemPosCountVec const &vec) const
{
for (GuildItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end(); ++itr)
if (itr->Slot == this->Slot)
return true;
return false;
}