/* * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . */ /* ScriptData Name: character_commandscript %Complete: 100 Comment: All character related commands Category: commandscripts EndScriptData */ #include "ScriptMgr.h" #include "AccountMgr.h" #include "CharacterCache.h" #include "Chat.h" #include "ChatCommand.h" #include "DatabaseEnv.h" #include "DB2Stores.h" #include "Log.h" #include "ObjectMgr.h" #include "Player.h" #include "PlayerDump.h" #include "ReputationMgr.h" #include "World.h" #include "WorldSession.h" #include using namespace Trinity::ChatCommands; class character_commandscript : public CommandScript { public: character_commandscript() : CommandScript("character_commandscript") { } ChatCommandTable GetCommands() const override { static ChatCommandTable pdumpCommandTable = { { "copy", HandlePDumpCopyCommand, rbac::RBAC_PERM_COMMAND_PDUMP_COPY, Console::Yes }, { "load", HandlePDumpLoadCommand, rbac::RBAC_PERM_COMMAND_PDUMP_LOAD, Console::Yes }, { "write", HandlePDumpWriteCommand, rbac::RBAC_PERM_COMMAND_PDUMP_WRITE, Console::Yes }, }; static ChatCommandTable characterDeletedCommandTable = { { "delete", HandleCharacterDeletedDeleteCommand, rbac::RBAC_PERM_COMMAND_CHARACTER_DELETED_DELETE, Console::Yes }, { "list", HandleCharacterDeletedListCommand, rbac::RBAC_PERM_COMMAND_CHARACTER_DELETED_LIST, Console::Yes }, { "restore", HandleCharacterDeletedRestoreCommand, rbac::RBAC_PERM_COMMAND_CHARACTER_DELETED_RESTORE, Console::Yes }, { "old", HandleCharacterDeletedOldCommand, rbac::RBAC_PERM_COMMAND_CHARACTER_DELETED_OLD, Console::Yes }, }; static ChatCommandTable characterCommandTable = { { "customize", HandleCharacterCustomizeCommand, rbac::RBAC_PERM_COMMAND_CHARACTER_CUSTOMIZE, Console::Yes }, { "changefaction", HandleCharacterChangeFactionCommand, rbac::RBAC_PERM_COMMAND_CHARACTER_CHANGEFACTION, Console::Yes }, { "changerace", HandleCharacterChangeRaceCommand, rbac::RBAC_PERM_COMMAND_CHARACTER_CHANGERACE, Console::Yes }, { "changeaccount", HandleCharacterChangeAccountCommand, rbac::RBAC_PERM_COMMAND_CHARACTER_CHANGEACCOUNT, Console::Yes }, { "deleted", characterDeletedCommandTable }, { "erase", HandleCharacterEraseCommand, rbac::RBAC_PERM_COMMAND_CHARACTER_ERASE, Console::Yes }, { "level", HandleCharacterLevelCommand, rbac::RBAC_PERM_COMMAND_CHARACTER_LEVEL, Console::Yes }, { "rename", HandleCharacterRenameCommand, rbac::RBAC_PERM_COMMAND_CHARACTER_RENAME, Console::Yes }, { "reputation", HandleCharacterReputationCommand, rbac::RBAC_PERM_COMMAND_CHARACTER_REPUTATION, Console::Yes }, { "titles", HandleCharacterTitlesCommand, rbac::RBAC_PERM_COMMAND_CHARACTER_TITLES, Console::Yes }, }; static ChatCommandTable commandTable = { { "character", characterCommandTable }, { "levelup", HandleLevelUpCommand, rbac::RBAC_PERM_COMMAND_LEVELUP, Console::No }, { "pdump", pdumpCommandTable }, }; return commandTable; } // Stores informations about a deleted character struct DeletedInfo { ObjectGuid guid; ///< the GUID from the character std::string name; ///< the character name uint32 accountId; ///< the account id std::string accountName; ///< the account name time_t deleteDate; ///< the date at which the character has been deleted }; typedef std::list DeletedInfoList; /** * Collects all GUIDs (and related info) from deleted characters which are still in the database. * * @param foundList a reference to an std::list which will be filled with info data * @param searchString the search string which either contains a player GUID or a part fo the character-name * @return returns false if there was a problem while selecting the characters (e.g. player name not normalizeable) */ static bool GetDeletedCharacterInfoList(DeletedInfoList& foundList, std::string& searchString) { PreparedQueryResult result; CharacterDatabasePreparedStatement* stmt; if (!searchString.empty()) { // search by GUID if (Optional guidValue = Trinity::StringTo(searchString)) { stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_DEL_INFO_BY_GUID); stmt->setUInt64(0, *guidValue); result = CharacterDatabase.Query(stmt); } // search by name else { if (!normalizePlayerName(searchString)) return false; stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_DEL_INFO_BY_NAME); stmt->setString(0, searchString); result = CharacterDatabase.Query(stmt); } } else { stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_DEL_INFO); result = CharacterDatabase.Query(stmt); } if (result) { do { Field* fields = result->Fetch(); DeletedInfo info; info.guid = ObjectGuid::Create(fields[0].GetUInt64()); info.name = fields[1].GetString(); info.accountId = fields[2].GetUInt32(); // account name will be empty for nonexisting account AccountMgr::GetName(info.accountId, info.accountName); info.deleteDate = fields[3].GetInt64(); foundList.push_back(info); } while (result->NextRow()); } return true; } /** * Shows all deleted characters which matches the given search string, expected non empty list * * @see HandleCharacterDeletedListCommand * @see HandleCharacterDeletedRestoreCommand * @see HandleCharacterDeletedDeleteCommand * @see DeletedInfoList * * @param foundList contains a list with all found deleted characters */ static void HandleCharacterDeletedListHelper(DeletedInfoList const& foundList, ChatHandler* handler) { if (!handler->GetSession()) { handler->SendSysMessage(LANG_CHARACTER_DELETED_LIST_BAR); handler->SendSysMessage(LANG_CHARACTER_DELETED_LIST_HEADER); handler->SendSysMessage(LANG_CHARACTER_DELETED_LIST_BAR); } for (DeletedInfoList::const_iterator itr = foundList.begin(); itr != foundList.end(); ++itr) { std::string dateStr = TimeToTimestampStr(itr->deleteDate); if (!handler->GetSession()) handler->PSendSysMessage(LANG_CHARACTER_DELETED_LIST_LINE_CONSOLE, itr->guid.ToString().c_str(), itr->name.c_str(), itr->accountName.empty() ? "" : itr->accountName.c_str(), itr->accountId, dateStr.c_str()); else handler->PSendSysMessage(LANG_CHARACTER_DELETED_LIST_LINE_CHAT, itr->guid.ToString().c_str(), itr->name.c_str(), itr->accountName.empty() ? "" : itr->accountName.c_str(), itr->accountId, dateStr.c_str()); } if (!handler->GetSession()) handler->SendSysMessage(LANG_CHARACTER_DELETED_LIST_BAR); } /** * Restore a previously deleted character * * @see HandleCharacterDeletedListHelper * @see HandleCharacterDeletedRestoreCommand * @see HandleCharacterDeletedDeleteCommand * @see DeletedInfoList * * @param delInfo the informations about the character which will be restored */ static void HandleCharacterDeletedRestoreHelper(DeletedInfo const& delInfo, ChatHandler* handler) { if (delInfo.accountName.empty()) // account does not exist { handler->PSendSysMessage(LANG_CHARACTER_DELETED_SKIP_ACCOUNT, delInfo.name.c_str(), delInfo.guid.ToString().c_str(), delInfo.accountId); return; } // check character count uint32 charcount = AccountMgr::GetCharactersCount(delInfo.accountId); if (charcount >= sWorld->getIntConfig(CONFIG_CHARACTERS_PER_REALM)) { handler->PSendSysMessage(LANG_CHARACTER_DELETED_SKIP_FULL, delInfo.name.c_str(), delInfo.guid.ToString().c_str(), delInfo.accountId); return; } if (!sCharacterCache->GetCharacterGuidByName(delInfo.name).IsEmpty()) { handler->PSendSysMessage(LANG_CHARACTER_DELETED_SKIP_NAME, delInfo.name.c_str(), delInfo.guid.ToString().c_str(), delInfo.accountId); return; } CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_RESTORE_DELETE_INFO); stmt->setString(0, delInfo.name); stmt->setUInt32(1, delInfo.accountId); stmt->setUInt64(2, delInfo.guid.GetCounter()); CharacterDatabase.Execute(stmt); sCharacterCache->UpdateCharacterInfoDeleted(delInfo.guid, false, delInfo.name); } static bool HandleCharacterTitlesCommand(ChatHandler* handler, Optional player) { if (!player) player = PlayerIdentifier::FromTargetOrSelf(handler); if (!player || !player->IsConnected()) { handler->SendSysMessage(LANG_PLAYER_NOT_FOUND); handler->SetSentErrorMessage(true); return false; } Player const* target = player->GetConnectedPlayer(); LocaleConstant loc = handler->GetSessionDbcLocale(); char const* knownStr = handler->GetTrinityString(LANG_KNOWN); // Search in CharTitles.dbc for (uint32 id = 0; id < sCharTitlesStore.GetNumRows(); id++) { CharTitlesEntry const* titleInfo = sCharTitlesStore.LookupEntry(id); if (titleInfo && target->HasTitle(titleInfo)) { char const* name = target->GetNativeGender() == GENDER_MALE ? titleInfo->Name[loc] : titleInfo->Name1[loc]; if (!*name) name = (target->GetNativeGender() == GENDER_MALE ? titleInfo->Name[sWorld->GetDefaultDbcLocale()] : titleInfo->Name1[sWorld->GetDefaultDbcLocale()]); if (!*name) continue; char const* activeStr = ""; if (*target->m_playerData->PlayerTitle == titleInfo->MaskID) activeStr = handler->GetTrinityString(LANG_ACTIVE); std::string titleName = ChatHandler::PGetParseString(name, player->GetName()); // send title in "id (idx:idx) - [namedlink locale]" format if (handler->GetSession()) handler->PSendSysMessage(LANG_TITLE_LIST_CHAT, id, titleInfo->MaskID, id, titleName.c_str(), localeNames[loc], knownStr, activeStr); else handler->PSendSysMessage(LANG_TITLE_LIST_CONSOLE, id, titleInfo->MaskID, name, localeNames[loc], knownStr, activeStr); } } return true; } //rename characters static bool HandleCharacterRenameCommand(ChatHandler* handler, Optional player, Optional newNameV) { if (!player && newNameV) return false; if (!player) player = PlayerIdentifier::FromTarget(handler); if (!player) return false; if (handler->HasLowerSecurity(nullptr, player->GetGUID())) return false; if (newNameV) { std::string newName{ *newNameV }; if (!normalizePlayerName(newName)) { handler->SendSysMessage(LANG_BAD_VALUE); handler->SetSentErrorMessage(true); return false; } if (ObjectMgr::CheckPlayerName(newName, player->IsConnected() ? player->GetConnectedPlayer()->GetSession()->GetSessionDbcLocale() : sWorld->GetDefaultDbcLocale(), true) != CHAR_NAME_SUCCESS) { handler->SendSysMessage(LANG_BAD_VALUE); handler->SetSentErrorMessage(true); return false; } if (WorldSession* session = handler->GetSession()) { if (!session->HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_RESERVEDNAME) && sObjectMgr->IsReservedName(newName)) { handler->SendSysMessage(LANG_RESERVED_NAME); handler->SetSentErrorMessage(true); return false; } } CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHECK_NAME); stmt->setString(0, newName); PreparedQueryResult result = CharacterDatabase.Query(stmt); if (result) { handler->PSendSysMessage(LANG_RENAME_PLAYER_ALREADY_EXISTS, newName.c_str()); handler->SetSentErrorMessage(true); return false; } // Remove declined name from db stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_DECLINED_NAME); stmt->setUInt64(0, player->GetGUID().GetCounter()); CharacterDatabase.Execute(stmt); if (Player* target = player->GetConnectedPlayer()) { target->SetName(newName); if (WorldSession* session = target->GetSession()) session->KickPlayer("HandleCharacterRenameCommand GM Command renaming character"); } else { stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_NAME_BY_GUID); stmt->setString(0, newName); stmt->setUInt64(1, player->GetGUID().GetCounter()); CharacterDatabase.Execute(stmt); } sCharacterCache->UpdateCharacterData(*player, newName); handler->PSendSysMessage(LANG_RENAME_PLAYER_WITH_NEW_NAME, player->GetName().c_str(), newName.c_str()); if (WorldSession* session = handler->GetSession()) { if (Player* player = session->GetPlayer()) sLog->OutCommand(session->GetAccountId(), "GM {} (Account: {}) forced rename {} to player {} (Account: {})", player->GetName(), session->GetAccountId(), newName, player->GetName(), sCharacterCache->GetCharacterAccountIdByGuid(player->GetGUID())); } else sLog->OutCommand(0, "CONSOLE forced rename '{}' to '{}' ({})", player->GetName(), newName, player->GetGUID().ToString()); } else { if (Player* target = player->GetConnectedPlayer()) { handler->PSendSysMessage(LANG_RENAME_PLAYER, handler->GetNameLink(target).c_str()); target->SetAtLoginFlag(AT_LOGIN_RENAME); } else { // check offline security if (handler->HasLowerSecurity(nullptr, player->GetGUID())) return false; handler->PSendSysMessage(LANG_RENAME_PLAYER_GUID, handler->playerLink(*player).c_str(), player->GetGUID().ToString().c_str()); CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ADD_AT_LOGIN_FLAG); stmt->setUInt16(0, uint16(AT_LOGIN_RENAME)); stmt->setUInt64(1, player->GetGUID().GetCounter()); CharacterDatabase.Execute(stmt); } } return true; } // customize characters static bool HandleCharacterCustomizeCommand(ChatHandler* handler, Optional player) { if (!player) player = PlayerIdentifier::FromTarget(handler); if (!player) return false; if (Player* target = player->GetConnectedPlayer()) { handler->PSendSysMessage(LANG_CUSTOMIZE_PLAYER, handler->GetNameLink(target).c_str()); target->SetAtLoginFlag(AT_LOGIN_CUSTOMIZE); } else { handler->PSendSysMessage(LANG_CUSTOMIZE_PLAYER_GUID, handler->playerLink(*player).c_str(), player->GetGUID().ToString().c_str()); CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ADD_AT_LOGIN_FLAG); stmt->setUInt16(0, static_cast(AT_LOGIN_CUSTOMIZE)); stmt->setUInt64(1, player->GetGUID().GetCounter()); CharacterDatabase.Execute(stmt); } return true; } static bool HandleCharacterChangeFactionCommand(ChatHandler* handler, Optional player) { if (!player) player = PlayerIdentifier::FromTarget(handler); if (!player) return false; if (Player* target = player->GetConnectedPlayer()) { handler->PSendSysMessage(LANG_CUSTOMIZE_PLAYER, handler->GetNameLink(target).c_str()); target->SetAtLoginFlag(AT_LOGIN_CHANGE_FACTION); } else { handler->PSendSysMessage(LANG_CUSTOMIZE_PLAYER_GUID, handler->playerLink(*player).c_str(), player->GetGUID().ToString().c_str()); CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ADD_AT_LOGIN_FLAG); stmt->setUInt16(0, uint16(AT_LOGIN_CHANGE_FACTION)); stmt->setUInt64(1, player->GetGUID().GetCounter()); CharacterDatabase.Execute(stmt); } return true; } static bool HandleCharacterChangeRaceCommand(ChatHandler* handler, Optional player) { if (!player) player = PlayerIdentifier::FromTarget(handler); if (!player) return false; if (Player* target = player->GetConnectedPlayer()) { handler->PSendSysMessage(LANG_CUSTOMIZE_PLAYER, handler->GetNameLink(target).c_str()); target->SetAtLoginFlag(AT_LOGIN_CHANGE_RACE); } else { handler->PSendSysMessage(LANG_CUSTOMIZE_PLAYER_GUID, handler->playerLink(*player).c_str(), player->GetGUID().ToString().c_str()); CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ADD_AT_LOGIN_FLAG); stmt->setUInt16(0, uint16(AT_LOGIN_CHANGE_RACE)); stmt->setUInt64(1, player->GetGUID().GetCounter()); CharacterDatabase.Execute(stmt); } return true; } static bool HandleCharacterChangeAccountCommand(ChatHandler* handler, Optional player, AccountIdentifier newAccount) { if (!player) player = PlayerIdentifier::FromTarget(handler); if (!player) return false; CharacterCacheEntry const* characterInfo = sCharacterCache->GetCharacterCacheByGuid(player->GetGUID()); if (!characterInfo) { handler->SendSysMessage(LANG_PLAYER_NOT_FOUND); handler->SetSentErrorMessage(true); return false; } uint32 oldAccountId = characterInfo->AccountId; // nothing to do :) if (newAccount.GetID() == oldAccountId) return true; if (uint32 charCount = AccountMgr::GetCharactersCount(newAccount.GetID())) { if (charCount >= sWorld->getIntConfig(CONFIG_CHARACTERS_PER_REALM)) { handler->PSendSysMessage(LANG_ACCOUNT_CHARACTER_LIST_FULL, newAccount.GetName().c_str(), newAccount.GetID()); handler->SetSentErrorMessage(true); return false; } } if (Player* onlinePlayer = player->GetConnectedPlayer()) onlinePlayer->GetSession()->KickPlayer("HandleCharacterChangeAccountCommand GM Command transferring character to another account"); CharacterDatabasePreparedStatement* charStmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ACCOUNT_BY_GUID); charStmt->setUInt32(0, newAccount.GetID()); charStmt->setUInt64(1, player->GetGUID().GetCounter()); CharacterDatabase.DirectExecute(charStmt); sWorld->UpdateRealmCharCount(oldAccountId); sWorld->UpdateRealmCharCount(newAccount.GetID()); sCharacterCache->UpdateCharacterAccountId(*player, newAccount.GetID()); handler->PSendSysMessage(LANG_CHANGEACCOUNT_SUCCESS, player->GetName().c_str(), newAccount.GetName().c_str()); std::string logString = Trinity::StringFormat("changed ownership of player {} ({}) from account {} to account {}", player->GetName(), player->GetGUID().ToString(), oldAccountId, newAccount.GetID()); if (WorldSession* session = handler->GetSession()) { if (Player* player = session->GetPlayer()) sLog->OutCommand(session->GetAccountId(), "GM {} (Account: {}) {}", player->GetName(), session->GetAccountId(), logString); } else sLog->OutCommand(0, "{} {}", handler->GetTrinityString(LANG_CONSOLE), logString); return true; } static bool HandleCharacterReputationCommand(ChatHandler* handler, Optional player) { if (!player) player = PlayerIdentifier::FromTargetOrSelf(handler); if (!player || !player->IsConnected()) { handler->SendSysMessage(LANG_PLAYER_NOT_FOUND); handler->SetSentErrorMessage(true); return false; } Player const* target = player->GetConnectedPlayer(); LocaleConstant loc = handler->GetSessionDbcLocale(); FactionStateList const& targetFSL = target->GetReputationMgr().GetStateList(); for (FactionStateList::const_iterator itr = targetFSL.begin(); itr != targetFSL.end(); ++itr) { FactionState const& faction = itr->second; FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction.ID); char const* factionName = factionEntry ? factionEntry->Name[loc] : "#Not found#"; std::string rankName = target->GetReputationMgr().GetReputationRankName(factionEntry); std::ostringstream ss; if (handler->GetSession()) ss << faction.ID << " - |cffffffff|Hfaction:" << faction.ID << "|h[" << factionName << ' ' << localeNames[loc] << "]|h|r"; else ss << faction.ID << " - " << factionName << ' ' << localeNames[loc]; ss << ' ' << rankName << " (" << target->GetReputationMgr().GetReputation(factionEntry) << ')'; if (faction.Flags.HasFlag(ReputationFlags::Visible)) ss << handler->GetTrinityString(LANG_FACTION_VISIBLE); if (faction.Flags.HasFlag(ReputationFlags::AtWar)) ss << handler->GetTrinityString(LANG_FACTION_ATWAR); if (faction.Flags.HasFlag(ReputationFlags::Peaceful)) ss << handler->GetTrinityString(LANG_FACTION_PEACE_FORCED); if (faction.Flags.HasFlag(ReputationFlags::Hidden)) ss << handler->GetTrinityString(LANG_FACTION_HIDDEN); if (faction.Flags.HasFlag(ReputationFlags::Header)) ss << handler->GetTrinityString(LANG_FACTION_INVISIBLE_FORCED); if (faction.Flags.HasFlag(ReputationFlags::Inactive)) ss << handler->GetTrinityString(LANG_FACTION_INACTIVE); handler->SendSysMessage(ss.view()); } return true; } /** * Handles the '.character deleted list' command, which shows all deleted characters which matches the given search string * * @see HandleCharacterDeletedListHelper * @see HandleCharacterDeletedRestoreCommand * @see HandleCharacterDeletedDeleteCommand * @see DeletedInfoList * * @param args the search string which either contains a player GUID or a part fo the character-name */ static bool HandleCharacterDeletedListCommand(ChatHandler* handler, Optional needleStr) { std::string needle; if (needleStr) needle.assign(*needleStr); DeletedInfoList foundList; if (!GetDeletedCharacterInfoList(foundList, needle)) return false; // if no characters have been found, output a warning if (foundList.empty()) { handler->SendSysMessage(LANG_CHARACTER_DELETED_LIST_EMPTY); handler->SetSentErrorMessage(true); return false; } HandleCharacterDeletedListHelper(foundList, handler); return true; } /** * Handles the '.character deleted restore' command, which restores all deleted characters which matches the given search string * * The command automatically calls '.character deleted list' command with the search string to show all restored characters. * * @see HandleCharacterDeletedRestoreHelper * @see HandleCharacterDeletedListCommand * @see HandleCharacterDeletedDeleteCommand * * @param args the search string which either contains a player GUID or a part of the character-name */ static bool HandleCharacterDeletedRestoreCommand(ChatHandler* handler, std::string needle, Optional newCharName, Optional newAccount) { DeletedInfoList foundList; if (!GetDeletedCharacterInfoList(foundList, needle)) return false; if (foundList.empty()) { handler->SendSysMessage(LANG_CHARACTER_DELETED_LIST_EMPTY); handler->SetSentErrorMessage(true); return false; } handler->SendSysMessage(LANG_CHARACTER_DELETED_RESTORE); HandleCharacterDeletedListHelper(foundList, handler); if (!newCharName) { // Drop nonexisting account cases for (DeletedInfoList::iterator itr = foundList.begin(); itr != foundList.end(); ++itr) HandleCharacterDeletedRestoreHelper(*itr, handler); return true; } if (foundList.size() == 1) { std::string newName{ *newCharName }; DeletedInfo delInfo = foundList.front(); // update name delInfo.name = newName; // if new account provided update deleted info if (newAccount) { delInfo.accountId = newAccount->GetID(); delInfo.accountName = newAccount->GetName(); } HandleCharacterDeletedRestoreHelper(delInfo, handler); return true; } handler->SendSysMessage(LANG_CHARACTER_DELETED_ERR_RENAME); handler->SetSentErrorMessage(true); return false; } /** * Handles the '.character deleted delete' command, which completely deletes all deleted characters which matches the given search string * * @see Player::GetDeletedCharacterGUIDs * @see Player::DeleteFromDB * @see HandleCharacterDeletedListCommand * @see HandleCharacterDeletedRestoreCommand * * @param args the search string which either contains a player GUID or a part fo the character-name */ static bool HandleCharacterDeletedDeleteCommand(ChatHandler* handler, std::string needle) { DeletedInfoList foundList; if (!GetDeletedCharacterInfoList(foundList, needle)) return false; if (foundList.empty()) { handler->SendSysMessage(LANG_CHARACTER_DELETED_LIST_EMPTY); handler->SetSentErrorMessage(true); return false; } handler->SendSysMessage(LANG_CHARACTER_DELETED_DELETE); HandleCharacterDeletedListHelper(foundList, handler); // Call the appropriate function to delete them (current account for deleted characters is 0) for (DeletedInfoList::const_iterator itr = foundList.begin(); itr != foundList.end(); ++itr) Player::DeleteFromDB(itr->guid, 0, false, true); return true; } /** * Handles the '.character deleted old' command, which completely deletes all deleted characters deleted with some days ago * * @see Player::DeleteOldCharacters * @see Player::DeleteFromDB * @see HandleCharacterDeletedDeleteCommand * @see HandleCharacterDeletedListCommand * @see HandleCharacterDeletedRestoreCommand * * @param args the search string which either contains a player GUID or a part fo the character-name */ static bool HandleCharacterDeletedOldCommand(ChatHandler* /*handler*/, Optional days) { int32 keepDays = static_cast(sWorld->getIntConfig(CONFIG_CHARDELETE_KEEP_DAYS)); if (days) keepDays = static_cast(*days); else if (keepDays <= 0) // config option value 0 -> disabled and can't be used return false; Player::DeleteOldCharacters(static_cast(keepDays)); return true; } static bool HandleCharacterEraseCommand(ChatHandler* handler, PlayerIdentifier player) { uint32 accountId; if (Player* target = player.GetConnectedPlayer()) { accountId = target->GetSession()->GetAccountId(); target->GetSession()->KickPlayer("HandleCharacterEraseCommand GM Command deleting character"); } else accountId = sCharacterCache->GetCharacterAccountIdByGuid(player); std::string accountName; AccountMgr::GetName(accountId, accountName); Player::DeleteFromDB(player, accountId, true, true); handler->PSendSysMessage(LANG_CHARACTER_DELETED, player.GetName().c_str(), player.GetGUID().ToString().c_str(), accountName.c_str(), accountId); return true; } static bool HandleCharacterLevelCommand(ChatHandler* handler, Optional player, int16 newlevel) { if (!player) player = PlayerIdentifier::FromTargetOrSelf(handler); if (!player) return false; uint8 oldlevel = static_cast(player->IsConnected() ? player->GetConnectedPlayer()->GetLevel() : sCharacterCache->GetCharacterLevelByGuid(*player)); if (newlevel < 1) newlevel = 1; if (newlevel > static_cast(STRONG_MAX_LEVEL)) newlevel = static_cast(STRONG_MAX_LEVEL); if (Player* target = player->GetConnectedPlayer()) { target->GiveLevel(static_cast(newlevel)); target->InitTalentForLevel(); target->SetXP(0); if (handler->needReportToTarget(target)) { if (oldlevel == newlevel) ChatHandler(target->GetSession()).PSendSysMessage(LANG_YOURS_LEVEL_PROGRESS_RESET, handler->GetNameLink().c_str()); else if (oldlevel < static_cast(newlevel)) ChatHandler(target->GetSession()).PSendSysMessage(LANG_YOURS_LEVEL_UP, handler->GetNameLink().c_str(), newlevel); else // if (oldlevel > newlevel) ChatHandler(target->GetSession()).PSendSysMessage(LANG_YOURS_LEVEL_DOWN, handler->GetNameLink().c_str(), newlevel); } } else { // Update level and reset XP, everything else will be updated at login CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_LEVEL); stmt->setUInt8(0, static_cast(newlevel)); stmt->setUInt64(1, player->GetGUID().GetCounter()); CharacterDatabase.Execute(stmt); } if (!handler->GetSession() || (handler->GetSession()->GetPlayer() != player->GetConnectedPlayer())) // including chr == NULL handler->PSendSysMessage(LANG_YOU_CHANGE_LVL, handler->playerLink(*player).c_str(), newlevel); return true; } static bool HandleLevelUpCommand(ChatHandler* handler, Optional player, int16 level) { if (!player) player = PlayerIdentifier::FromTargetOrSelf(handler); if (!player) return false; uint8 oldlevel = static_cast(player->IsConnected() ? player->GetConnectedPlayer()->GetLevel() : sCharacterCache->GetCharacterLevelByGuid(*player)); int16 newlevel = static_cast(oldlevel) + level; if (newlevel < 1) newlevel = 1; if (newlevel > static_cast(STRONG_MAX_LEVEL)) newlevel = static_cast(STRONG_MAX_LEVEL); if (Player* target = player->GetConnectedPlayer()) { target->GiveLevel(static_cast(newlevel)); target->InitTalentForLevel(); target->SetXP(0); if (handler->needReportToTarget(target)) { if (oldlevel == newlevel) ChatHandler(target->GetSession()).PSendSysMessage(LANG_YOURS_LEVEL_PROGRESS_RESET, handler->GetNameLink().c_str()); else if (oldlevel < static_cast(newlevel)) ChatHandler(target->GetSession()).PSendSysMessage(LANG_YOURS_LEVEL_UP, handler->GetNameLink().c_str(), newlevel); else // if (oldlevel > newlevel) ChatHandler(target->GetSession()).PSendSysMessage(LANG_YOURS_LEVEL_DOWN, handler->GetNameLink().c_str(), newlevel); } } else { // Update level and reset XP, everything else will be updated at login CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_LEVEL); stmt->setUInt8(0, static_cast(newlevel)); stmt->setUInt64(1, player->GetGUID().GetCounter()); CharacterDatabase.Execute(stmt); } if (!handler->GetSession() || (handler->GetSession()->GetPlayer() != player->GetConnectedPlayer())) // including chr == NULL handler->PSendSysMessage(LANG_YOU_CHANGE_LVL, handler->playerLink(*player).c_str(), newlevel); return true; } static bool HandlePDumpCopyCommand(ChatHandler* handler, PlayerIdentifier player, AccountIdentifier account, Optional characterName, Optional characterGUID) { std::string name; if (!ValidatePDumpTarget(handler, name, characterName, characterGUID)) return false; std::string dump; switch (PlayerDumpWriter().WriteDumpToString(dump, player.GetGUID().GetCounter())) { case DUMP_SUCCESS: break; case DUMP_CHARACTER_DELETED: handler->PSendSysMessage(LANG_COMMAND_EXPORT_DELETED_CHAR); handler->SetSentErrorMessage(true); return false; case DUMP_FILE_OPEN_ERROR: // this error code should not happen default: handler->PSendSysMessage(LANG_COMMAND_EXPORT_FAILED); handler->SetSentErrorMessage(true); return false; } switch (PlayerDumpReader().LoadDumpFromString(dump, account, name, characterGUID.value_or(0))) { case DUMP_SUCCESS: break; case DUMP_TOO_MANY_CHARS: handler->PSendSysMessage(LANG_ACCOUNT_CHARACTER_LIST_FULL, account.GetName().c_str(), account.GetID()); handler->SetSentErrorMessage(true); return false; case DUMP_FILE_OPEN_ERROR: // this error code should not happen case DUMP_FILE_BROKEN: // this error code should not happen default: handler->PSendSysMessage(LANG_COMMAND_IMPORT_FAILED); handler->SetSentErrorMessage(true); return false; } // ToDo: use a new trinity_string for this commands handler->PSendSysMessage(LANG_COMMAND_IMPORT_SUCCESS); return true; } static bool HandlePDumpLoadCommand(ChatHandler* handler, std::string fileName, AccountIdentifier account, Optional characterName, Optional characterGUID) { std::string name; if (!ValidatePDumpTarget(handler, name, characterName, characterGUID)) return false; switch (PlayerDumpReader().LoadDumpFromFile(fileName, account, name, characterGUID.value_or(0))) { case DUMP_SUCCESS: handler->PSendSysMessage(LANG_COMMAND_IMPORT_SUCCESS); break; case DUMP_FILE_OPEN_ERROR: handler->PSendSysMessage(LANG_FILE_OPEN_FAIL, fileName.c_str()); handler->SetSentErrorMessage(true); return false; case DUMP_FILE_BROKEN: handler->PSendSysMessage(LANG_DUMP_BROKEN, fileName.c_str()); handler->SetSentErrorMessage(true); return false; case DUMP_TOO_MANY_CHARS: handler->PSendSysMessage(LANG_ACCOUNT_CHARACTER_LIST_FULL, account.GetName().c_str(), account.GetID()); handler->SetSentErrorMessage(true); return false; default: handler->PSendSysMessage(LANG_COMMAND_IMPORT_FAILED); handler->SetSentErrorMessage(true); return false; } return true; } static bool ValidatePDumpTarget(ChatHandler* handler, std::string& name, Optional characterName, Optional characterGUID) { if (characterName) { name.assign(*characterName); // normalize the name if specified and check if it exists if (!normalizePlayerName(name)) { handler->PSendSysMessage(LANG_INVALID_CHARACTER_NAME); handler->SetSentErrorMessage(true); return false; } if (ObjectMgr::CheckPlayerName(name, sWorld->GetDefaultDbcLocale(), true) != CHAR_NAME_SUCCESS) { handler->PSendSysMessage(LANG_INVALID_CHARACTER_NAME); handler->SetSentErrorMessage(true); return false; } } if (characterGUID) { if (sCharacterCache->GetCharacterCacheByGuid(ObjectGuid::Create(*characterGUID))) { handler->PSendSysMessage(LANG_CHARACTER_GUID_IN_USE, *characterGUID); handler->SetSentErrorMessage(true); return false; } } return true; } static bool HandlePDumpWriteCommand(ChatHandler* handler, std::string fileName, PlayerIdentifier player) { switch (PlayerDumpWriter().WriteDumpToFile(fileName, player.GetGUID().GetCounter())) { case DUMP_SUCCESS: handler->PSendSysMessage(LANG_COMMAND_EXPORT_SUCCESS); break; case DUMP_FILE_OPEN_ERROR: handler->PSendSysMessage(LANG_FILE_OPEN_FAIL, fileName.c_str()); handler->SetSentErrorMessage(true); return false; case DUMP_CHARACTER_DELETED: handler->PSendSysMessage(LANG_COMMAND_EXPORT_DELETED_CHAR); handler->SetSentErrorMessage(true); return false; default: handler->PSendSysMessage(LANG_COMMAND_EXPORT_FAILED); handler->SetSentErrorMessage(true); return false; } return true; } }; void AddSC_character_commandscript() { new character_commandscript(); }