/*
* 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();
}