/* * This file is part of the AzerothCore 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 . */ #ifndef _PLAYER_SETTINGS_H #define _PLAYER_SETTINGS_H #include "DatabaseEnvFwd.h" class Player; const std::string AzerothcorePSSource = "ac_default"; enum CharacterSettingIndexes : uint8 { SETTING_ANNOUNCER_FLAGS, MAX_CHAR_SETTINGS }; enum AnnouncerFlags : uint8 { ANNOUNCER_FLAG_DISABLE_BG_QUEUE = 1, ANNOUNCER_FLAG_DISABLE_ARENA_QUEUE = 2, ANNOUNCER_FLAG_DISABLE_AUTOBROADCAST = 4 }; struct PlayerSetting { PlayerSetting() = default; explicit PlayerSetting(uint32 val) : value(val) { } uint32 value; [[nodiscard]] bool HasFlag(uint32 flag) const { return (value & flag) != 0; } [[nodiscard]] bool IsEnabled(uint32 equals = 1) const { return value == equals; } void AddFlag(uint32 flag) { value |= flag; } void RemoveFlag(uint32 flag) { value &= ~flag; } }; typedef std::vector PlayerSettingVector; typedef std::map PlayerSettingMap; // Standalone API: update a player's setting directly on DB by GUID (low part) without requiring a Player instance namespace PlayerSettingsStore { // Update a single setting value for any player by GUID (works for online or offline players). // This reads the existing "source" row from character_settings, adjusts the index, and REPLACE's it back. void UpdateSetting(ObjectGuid::LowType playerLowGuid, std::string const& source, uint32 index, uint32 value); // Common helpers for parsing and serializing settings data PlayerSettingVector ParseSettingsData(std::string const& data); std::string SerializeSettingsData(PlayerSettingVector const& settings); // Prepare a REPLACE statement populated with given settings data. Caller may execute or append to a transaction. CharacterDatabasePreparedStatement* PrepareReplaceStatement(ObjectGuid::LowType playerLowGuid, std::string const& source, PlayerSettingVector const& settings); } #endif