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Guild.cpp
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Guild.cpp
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/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* 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"
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_CreatedYear = 0;
m_CreatedMonth = 0;
m_CreatedDay = 0;
m_EventLogLoaded = false;
m_GuildBankLoaded = false;
m_OnlineMembers = 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.GetMangosString(LANG_GUILD_MASTER, locale_idx), GR_RIGHT_ALL);
CreateRank(objmgr.GetMangosString(LANG_GUILD_OFFICER, locale_idx), GR_RIGHT_ALL);
CreateRank(objmgr.GetMangosString(LANG_GUILD_VETERAN, locale_idx), GR_RIGHT_GCHATLISTEN | GR_RIGHT_GCHATSPEAK);
CreateRank(objmgr.GetMangosString(LANG_GUILD_MEMBER, locale_idx), GR_RIGHT_GCHATLISTEN | GR_RIGHT_GCHATSPEAK);
CreateRank(objmgr.GetMangosString(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.Level = pl->getLevel();
newmember.Class = pl->getClass();
newmember.ZoneId = pl->GetZoneId();
}
else
{
// 0 1 2 3
QueryResult *result = CharacterDatabase.PQuery("SELECT name,level,class,zone 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.Level = fields[1].GetUInt8();
newmember.Class = fields[2].GetUInt8();
newmember.ZoneId = fields[3].GetUInt32();
delete result;
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 (int 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 *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();
time_t time = 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;
if (time > 0)
{
tm local = *(localtime(&time)); // dereference and assign
m_CreatedDay = local.tm_mday;
m_CreatedMonth = local.tm_mon + 1;
m_CreatedYear = local.tm_year + 1900;
}
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);
// Allow only 1 guildmaster
for (MemberList::const_iterator itr = members.begin(); itr != members.end(); ++itr)
{
if (itr->second.RankId == GR_GUILDMASTER && GUID_LOPART(m_LeaderGuid) != itr->first)
//set right of member to officer
ChangeRank(itr->first, GR_OFFICER);
}
return true;
}
bool Guild::LoadRanksFromDB(QueryResult *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 *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 (int 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)
{
WorldPacket data(SMSG_GUILD_EVENT, (1+1+(oldLeader->Name).size()+1+(best->Name).size()+1));
data << (uint8)GE_LEADER_CHANGED;
data << (uint8)2;
data << oldLeader->Name;
data << best->Name;
BroadcastPacket(&data);
data.Initialize(SMSG_GUILD_EVENT, (1+1+(oldLeader->Name).size()+1));
data << (uint8)GE_LEFT;
data << (uint8)1;
data << oldLeader->Name;
BroadcastPacket(&data);
}
sLog.outDebug( "WORLD: Sent (SMSG_GUILD_EVENT)" );
}
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 "<unknown>";
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()
{
WorldPacket data(SMSG_GUILD_EVENT, 1);
data << (uint8)GE_DISBANDED;
BroadcastPacket(&data);
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 << m_Id;
data << m_Name;
for (size_t i = 0 ; i < 10; ++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);
if (m_OnlineMembers > 0)
--m_OnlineMembers;
else
{
UnloadGuildBank();
UnloadGuildEventLog();
}
}
// *************************************************
// Guild Eventlog part
// *************************************************
// Display guild eventlog
void Guild::DisplayGuildEventLog(WorldSession *session)
{
// Load guild eventlog, if not already done
if (!m_EventLogLoaded)
LoadGuildEventLogFromDB();
// 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()
{
// Return if already loaded
if (m_EventLogLoaded)
return;
// 0 1 2 3 4 5
QueryResult *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() );
delete result;
m_EventLogLoaded = true;
}
// Unload guild eventlog
void Guild::UnloadGuildEventLog()
{
if (!m_EventLogLoaded)
return;
m_GuildEventLog.clear();
m_EventLogLoaded = false;
}
// 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)
{
WorldPacket data(SMSG_GUILD_BANK_LIST,1200);
GuildBankTab const* tab = GetBankTab(TabId);
if (!tab)
return;
if (!IsMemberHaveRights(session->GetPlayer()->GetGUIDLow(),TabId,GUILD_BANK_RIGHT_VIEW_TAB))
return;
data << uint64(GetGuildBankMoney());
data << uint8(TabId);
// remaining slots for today
data << uint32(GetMemberSlotWithdrawRem(session->GetPlayer()->GetGUIDLow(), TabId));
data << uint8(0); // Tell client this is a tab content packet
data << uint8(GUILD_BANK_MAX_SLOTS);
for (int 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::DisplayGuildBankMoneyUpdate()
{
WorldPacket data(SMSG_GUILD_BANK_LIST, 8+1+4+1+1);
data << uint64(GetGuildBankMoney());
data << uint8(0); // TabId, default 0
data << uint32(0); // slot withdrow, default 0
data << uint8(0); // Tell client this is a tab content packet
data << uint8(0); // not send items
BroadcastPacket(&data);
sLog.outDebug("WORLD: Sent (SMSG_GUILD_BANK_LIST)");
}
void Guild::DisplayGuildBankContentUpdate(uint8 TabId, int32 slot1, int32 slot2)
{
GuildBankTab const* tab = GetBankTab(TabId);
if (!tab)
return;
WorldPacket data(SMSG_GUILD_BANK_LIST,1200);
data << uint64(GetGuildBankMoney());
data << uint8(TabId);
// remaining slots for today