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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#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<PlayerSetting> PlayerSettingVector;
typedef std::map<std::string, PlayerSettingVector> 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
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